Tactics Ogre:ROM map
The following article is a ROM map for Tactics Ogre.
Contents
- 1 ROM offsets
- 2 Bank $80
- 2.1 $80/8000 ROM Start
- 2.2 $80/8069 Clear Byte
- 2.3 $80/806A De-activate HDMAs, FBLANK, Clear Screen Destination Registers
- 2.4 $80/8085 NMI Handler
- 2.5 $80/8091 ???
- 2.6 $80/8131 Main Loop?
- 2.7 $80/8142 Main Jump Table
- 2.8 $80/8166 Main Jump Table Entry #$05 - EMPTY
- 2.9 $80/81C5 ?
- 2.10 $80/8900 Increment Jump Table Index?
- 2.11 $80/897D (?) BG1 Scroll related
- 2.12 $80/89AA BATTLE: Long Jump to Check if the Cursor is in Screen Center
- 2.13 $80/89B2 BATTLE: Check if the Cursor is in Screen Center
- 2.14 $80/8A0A BATTLE: Scroll the Map due to Cursor Movement
- 2.15 $80/8BEB Long Jump to Compare BG1 Scroll Buffers
- 2.16 $80/8BF3 Compare BG1 Scroll Buffers
- 2.17 $80/8D45 ?
- 2.18 $80/8D6A Long Jump to Fade Screen In or Out
- 2.19 $80/8D72 Fade Screen In or Out
- 2.20 $80/8DA8 BATTLE: Load Palette Number for Color Cycling
- 2.21 $80/8DC5 BATTLE: Long Jump to Setup HDMA Data Tables for Color Cycling
- 2.22 $80/8DCD BATTLE: Setup HDMA Data Tables for Color Cycling
- 2.23 $80/8E62 BATTLE: Color HDMA related
- 2.24 $80/8E6A BATTLE: Color HDMA related
- 2.25 $80/8EC8 BATTLE: Long Jump to Setup Color HDMAs
- 2.26 $80/8ED0 BATTLE: Setup Color HDMAs
- 2.27 $80/8FA8 ???
- 2.28 $80/98F1 ?
- 2.29 $80/9A21 Calculate the Global Cursor Position from it's Position on Map
- 2.30 $80/9ABE ?
- 2.31 $80/9D32 DMA Subroutine
- 2.32 $80/9D81 Long Jump to VRAM Clear
- 2.33 $80/9D89 VRAM Clear
- 2.34 $80/9DA7 Long Jump to the WRAM-Clear-DMA
- 2.35 $80/9DAB WRAM-Clear-DMA
- 2.36 $80/9DC8 Long Jump to Write Empty Tilemap in WRAM
- 2.37 $80/9DCC Write Empty Tilemap in WRAM
- 2.38 $80/9E7B Long Jump to Decompress Data and DMA to VRAM
- 2.39 $80/9E83 Decompress Data and DMA to VRAM
- 2.40 $80/9E85 Transfer color
- 2.41 $80/9EEB VRAM DMA with accompanying Data Bytes
- 2.42 $80/9F24 Long Jump to VRAM DMA
- 2.43 $80/9F2C VRAM DMA
- 2.44 $80/9FB7 Animation VRAM DMA
- 2.45 $80/9FD0 VRAM DMA
- 2.46 $80/9FF4 Add Entry to Animation VRAM DMA Pipeline
- 2.47 $80/A0E4 Add Entry to the VRAM Read DMA Pipeline
- 2.48 $80/A127 Long Jump to Activate NMI and Auto-Joypad Read
- 2.49 $80/A12F Activate NMI and Auto-Joypad Read
- 2.50 $80/A14A Long Jump to Deactivate NMI, Auto-Joypad and HDMAs
- 2.51 $80/A152 Deactivate NMI, Auto-Joypad and HDMAs
- 2.52 $80/A162 Long Jump to Enable VBLANK IRQ
- 2.53 $80/A16A Enable VBLANK IRQ
- 2.54 $80/A170 Long Jump to Disable IRQ
- 2.55 $80/A178 Disable IRQ
- 2.56 $80/A18A Change Bank, wait for NMI and execute code built in WRAM
- 2.57 $80/A192 Wait for NMI and execute code built in WRAM
- 2.58 $80/A19F Execute code built in WRAM
- 2.59 $80/A1B6 Write Executable Code in WRAM
- 2.60 $80/A1E4 RTL
- 2.61 $80/A405 Long Jump to the Tilemap Rectangle Writer
- 2.62 $80/A409 Tilemap Rectangle Writer
- 2.63 $80/A50F Divide X by A
- 2.64 $80/A54C Multiply $00/1 and $04/5
- 2.65 $80/A59D Multiply $04-7 and $00-3
- 2.66 $80/A606 ?
- 2.67 $80/A60E ?
- 2.68 $80/A65C ?
- 2.69 $80/A86F ?
- 2.70 $80/A886 ?
- 2.71 $80/A8F0 Calculate the Square Number of A
- 2.72 $80/A901 Calculate the Square Number of 16-bit A
- 2.73 $80/ABA9 ?
- 2.74 $80/AD39 RNG?
- 2.75 $80/ADCB Calculate Address in Tilemap
- 2.76 $80/AEF2 Load Music?
- 2.77 $80/AF28 Load Music?
- 2.78 $80/AF28 Load Music?
- 2.79 $80/AF30 Load Music?
- 2.80 $80/AF7E Actual NMI Handler
- 2.81 $80/B0D2 ?
- 2.82 $80/B135 Update Graphics Settings Buffer Registers
- 2.83 $80/B240 ?
- 2.84 $80/B26D Update Graphic Setup Registers
- 2.85 $80/B2C2 Do Animation VRAM DMAs
- 2.86 $80/B32B VRAM DMA Pipeline
- 2.87 $80/B37B VRAM Read DMA
- 2.88 $80/B3D8 ?
- 2.89 $80/B40B Joypad Data Fetching
- 2.90 $80/B4C8 An IRQ-Handler
- 2.91 $80/B4D7 Possibility where IRQ-Handler $80/B4C8 can jump to
- 2.92 $80/B545 Long Jump to Clear Graphic Setup Registers
- 2.93 $80/B54D Clear Graphic Setup Registers
- 2.94 $80/B5C5 ?
- 2.95 $80/B5CD ?
- 2.96 $80/B66B Long Jump to Clear Registers, clear WRAM Bank $7F
- 2.97 $80/B673 Clear Registers, clear WRAM Bank $7F
- 2.98 $80/B6CD Set up $7F Clear DMA
- 2.99 $80/B6DF Set up VRAM Clear DMA
- 2.100 $80/B6FA Clear OAM Buffers
- 2.101 $80/B9BA ?
- 2.102 $80/B9D1 Use Jump Table
- 2.103 $80/B9E3 Jump Table to $80/B9D1
- 2.104 $80/E009 $05C0 Jump Table
- 2.105 $80/E015 Jump Table for $80/E009
- 2.106 $80/E01B BATTLE: Check Buttons in Cursor Move Mode
- 2.107 $80/F6DF BATTLE: Set the Cursor's Sprites to it's new position?
- 2.108 $80/F734 BATTLE: Get the Map Address of the Rhomb the Cursor points to
- 2.109 $80/F844 BATTLE: Changing Cursor Position something something
- 2.110 $80/F861 BATTLE: Jump Table for $80/F844
- 2.111 $80/F869 BATTLE: Turn Input from Cursor Move Type A to Type C
- 2.112 $80/F86F BATTLE: Turn Input from Cursor Move Type B to Type C
- 2.113 $80/F899 BATTLE: Changing Cursor Position something something
- 2.114 $80/F8F2 Table of Values added to the NW to SE Axis Value
- 2.115 $80/F902 Table of Values added to the NE to WE Axis Value
- 2.116 $80/F912 Cursor Move Type A Table for $80/F869
- 2.117 $80/F922 Cursor Move Type B Table for $80/F869
- 2.118 $80/F932 Table 5 for $80/F869
- 2.119 $80/F942 Long Jump to Which Figure is the Cursor Pointing on
- 2.120 $80/F94A Which Figure is the Cursor Pointing on
- 2.121 $80/FA92 Play Sound Effect #$02
- 2.122 $80/FAB1 Play Sound Effect
- 3 Bank $81
- 4 Bank $82
- 4.1 $82/89B0 Clear Map that shows which Figure Stands where
- 4.2 $82/89DD ? Clear every even byte from $7E/BE4E to $7E/BE74
- 4.3 $82/8A3C ?
- 4.4 $82/89DD ? Set Every third byte at $7F/F800 to "$FF"
- 4.5 $82/98AA Battle Stats Menu - Buffer Character's data
- 4.6 $82/9BC8 ?
- 4.7 $82/AE91 Battle Stats Menu - Tilemap builder
- 4.8 $82/B1DA Clear BG3 Tilemap
- 4.9 $82/B206 Create Clear Tilemaps (for Battle Stats Menu?)
- 4.10 $82/B235 Battle Stats Menu - transfer the buffered tilemaps into VRAM
- 4.11 $82/DE25 Load new Map?
- 4.12 $82/E093 ?
- 4.13 $82/E093 ?
- 4.14 $82/E0F6 ? Big Map Stuff
- 4.15 $82/E350 ?
- 4.16 $82/E375 ?
- 4.17 $82/E3B4 ? Tilemap building
- 4.18 $82/E413 ?
- 4.19 $82/E453 ? Jump Table
- 4.20 $82/E45E ? Jump Table for $82/E453
- 4.21 $82/E47F ? Jump Table Entry #$01
- 4.22 $82/E48C ? Jump Table Entry #$02
- 4.23 $82/E499 ? Jump Table Entry #$03
- 4.24 $82/E4A6 ? Jump Table Entry #$04
- 4.25 $82/E4B3 ? Jump Table Entry #$07
- 4.26 $82/E4C0 ? Jump Table Entry #$08
- 4.27 $82/E4CD ? Jump Table Entry #$05
- 4.28 $82/E4DF ? Jump Table Entry #$06
- 4.29 $82/E4F1 ? Jump Table Entry #$09
- 4.30 $82/E508 ? Jump Table Entry #$0A
- 4.31 $82/E51F ? Jump Table Entry #$0B
- 4.32 $82/E56D Jump Table Entry End 1: Use A * 2 as Load Index for Tilemap Value
- 4.33 $82/E575 Jump Table Entry End 2: Use A * 6 as Load Index for Tilemap Value
- 4.34 $82/EB6B Set BG1/2 Scroll Registers
- 4.35 $82/EB84 ?
- 4.36 $82/F0FC ?
- 4.37 $82/F104 ?
- 4.38 $82/F115 ? Build and transfer BG1 Tilemap
- 4.39 $82/F2AD ?
- 4.40 $82/F6CB Build BG1 Tilemap in Buffer
- 4.41 $82/F714 Build BG2 Tilemap in Buffer
- 4.42 $82/F75D Update BG1 Tilemap Buffer (from Scrolling?)
- 4.43 $82/F791 Update BG2 Tilemap Buffer (from Scrolling?)
- 4.44 $82/F7C5 Transfer Buffered BG1 Tilemap into VRAM
- 4.45 $82/F810 Transfer Buffered BG2 Tilemap into VRAM
- 4.46 $82/F85B ?
- 4.47 $82/FAAC ?
- 5 Bank $83
- 6 Bank $84
- 6.1 $84/805F Do the Tile/Figure Animation
- 6.2 $84/80CC Figure Animation related
- 6.3 $84/8172 Figure Animation related
- 6.4 $84/81D4 Figure Animation related
- 6.5 $84/821A Use Jump Table
- 6.6 $84/821F Jump Table for $84/821A
- 6.7 $84/822F ?
- 6.8 $84/8254 ?
- 6.9 $84/82A4 ?
- 6.10 $84/837A Tile/Sprite Animation To-Do-List for each General Animation Counter Value
- 6.11 $84/964C ?
- 6.12 $84/9654 ?
- 6.13 $84/96BA Use Jump Table
- 6.14 $84/96CD Jump Table fro $84/96BA
- 6.15 $84/97A0 ?
- 6.16 $84/9B10 ?
- 6.17 $84/9B14 ?
- 6.18 $84/9B18 ?
- 6.19 $84/9B1C ?
- 6.20 $84/9B20 ?
- 6.21 $84/9B24 ?
- 6.22 $84/9B28 ?
- 6.23 $84/9B2C ?
- 6.24 $84/9B40 ?
- 6.25 $84/9B4C ?
- 6.26 $84/9B5C ?
- 6.27 $84/9B66 ?
- 6.28 $84/9CAB ?
- 6.29 $84/9D2D ?
- 6.30 $84/9E13 ?
- 6.31 $84/B98A Battle figure moving animation?
- 6.32 $84/C267 Figure Animation related
- 6.33 $84/E72E Do the Tile Animation
- 7 Bank $85
- 8 Bank $86
- 9 Bank $88
- 10 Bank $89
- 11 Bank $8F
- 12 Bank $99
- 13 Bank $9A
- 14 Bank $9B
- 14.1 $9B/80DE ?
- 14.2 $9B/9BA5 (Decompress and) Transfer graphic data sets to VRAM
- 14.3 $9B/9C17 Address Table for $9B/9BA5
- 14.4 $9B/9C31 Graphic Set $00 for $9B/9BA5
- 14.5 $9B/9C50 Graphic Set $01 for $9B/9BA5
- 14.6 $9B/9C62 Graphic Set $01 for $9B/9BA5
- 14.7 $9B/9C6B Graphic Set $03 for $9B/9BA5
- 14.8 $9B/A6B6 ? Clear Bit
- 14.9 $9B/A910 ?
- 14.10 $9B/A920 ? Data Table
- 15 Bank $9C
- 15.1 $9C/8B49 Jump Table for $05C0
- 15.2 $9C/8B55 Table for $9C/8B49
- 15.3 $9C/8BA7 Quest Logo?
- 15.4 $9C/8E49 ?
- 15.5 $9C/8E6A ?
- 15.6 $9C/8ED2 ?
- 15.7 $9C/9053 Transfer colors to CGRAM buffer
- 15.8 $9C/9234 ?
- 15.9 $9C/9258 Clear Byte for $9C/8BE9
- 15.10 $9C/98A1 Title Screen BG1 Tilemap builder
- 15.11 $9C/9B15 Decompress Data and transfer it to VRAM in a Row
- 15.12 $9C/9B57 Data List for $9C/9B15
- 15.13 $9C/9C64 Screen fade in
- 15.14 $9C/9C7B ?
- 15.15 $9C/9CAB Replace three colors in several palettes
- 15.16 $9C/9CDE Wait to the end of HBLANK, then FBLANK
- 15.17 $9C/C598 Test SRAM and store in it
- 15.18 $9C/C7D3 Stuff with the NES-Style Controller Registers
- 16 Bank $9D
- 17 Bank $9E
- 18 Bank $CB
ROM offsets
These are ROM offsets for the starting points of each section (all in hex), pretty sure it's headerless (latest ROM revision, has Lakmir's translation patch applied to it):
40c33 - Spell Areas
40cc9 - Spell Function Bytes
40fb7 - Spell Accuracy Types (Auto-Hit, Dex-Based, etc.)
4104d - Spell Cost Type (Whether it eats HP or MP, how much, etc.)
41179 - Spell Formula Table
4133B - Spell Elements (Fire, Air, Virtue, etc.)
42703 - Character Sprite pointers
429e3 - Character Name pointers
42ad2 - Job IDs
42bc2 - Starting Elements
42cb0 - Starting Alignments
42dbf - Number of Magic Slots
42ead - Starting Level
42f9b - Starting HP
430bb - HP Growth
4314b - Starting MP
4326b - MP Growth
432fb - Starting Strength
4338b - Strength Growth
4341b - Starting Vitality
434ab - Vitality Growth
4353b - Starting Intelligence
435cb - Intelligence Growth
4365b - Starting Mentality
436eb - Mentality Growth
4377b - Starting Agility
4380b - Agility Growth
4389b - Starting Dexterity
4392b - Dexterity Growth
43a4c - Class Weight Penalties
43add - Physical Resistance
43b6e - Air Resistance
43bff - Fire Resistance
43c90 - Earth Resistance
43d21 - Water Resistance
43db2 - Virtue Resistance
43e43 - Bane Resistance
43ef4 - Attack+ Capability
440b1 - Species Table
441a1 - Basic Indirect Attack Type
442b0 - Magic Set that can be equipped
443a0 - Class Special Attacks (Slot 1)
4448f - Class Special Attacks (Slot 2)
4457e - Class Special Attacks (Slot 3)
4466d - Class Special Attacks (Slot 4)
4475b - Movement Types
44849 - Movement Rates
44937 - Starting Loyalties
44a26 - Weather Tolerance
451da - Item Types
452ca - Item Elements
453ba - Weapon Handedness
454aa - Item Equip Slot Locations (Finger, Head, etc.)
45655 - Item Weights
4572e - Item Strength Modifiers (Atk. Power)
4580e - Item Intelligence Modifiers
458ee - Item Agility Modifiers
459ce - Item Dexterity Modifiers
45aae - Item Vitality Modifiers
45b8e - Item Mentality Modifiers
45c6e - Item Luck Modifiers
45d4e - Item Physical Resistance (Def. Power) (signed)
45e2e - Item Air Resistance (signed)
45f0e - Item Fire Resistance (signed)
45fee - Item Earth Resistance (signed)
460ce - Item Water Resistance (signed)
461ae - Item Virtue Resistance (signed)
4628e - Item Bane Resistance (signed)
4646f - Item Prices (multiplied by 10 in-game)
46612 - Item Strength Raise at Level Up
466e4 - Item Intelligence Raise at Level Up
467b4 - Item Agility Raise at Level Up
46884 - Item Dexterity Raise at Level Up
46956 - Item Vitality Raise at Level Up
46a26 - Item Mentality Raise at Level Up
46af6 - Item Luck Raise at Level Up
46bc6 - Item Special Effects (Stuns on hit, Anti-Dragon, etc.)
46cb6 - Item Special Skills (used in the Item menu)
46d86 - Item Status Guards (immunity to petrification, etc.)
46e76 - Item Passive Effects (wearer can fly, HP regen, etc.)
47047 - Spell MP cost/Targeting Information
47172 - Spell Schools (Hahnela, Ishtar, DragonGod, etc.)
47208 - Spell Ranges
4729e - Special Spell Conditions #1 (Summons, Line-of-sight spells, whether equipment is needed, etc.)
4732f - Spell Prices (multiplied by 10 in-game)
47431 - Spell Set Modifiers
474a1 - How the caster behaves when using the spell/skill. NOTE: Each half of the bytes here specifies one skill.
474f1 - Special Spell Conditions #2 (If equipment is needed, this specifies the type (swords, spears, etc.) NOTE: Each half of the bytes here specifies one skill.
ea0dc - Class Grids (determines what you can change into)
ebba7 - Denim's Base Class
ebca1 - Denim's Initial Equipment (Slot 1)
ebcac - Denim's Initial Equipment (Slot 2)
ebcb7 - Denim's Initial Equipment (Slot 3)
ebcc2 - Denim's Initial Equipment (Slot 4)
ebc94 - Denim's Initial Spells (doesn't insert into Magic menu, need to use a JMP routine to get anything out of it)
ed61e - Item Shop pointers/data
ed6d9 - Magic Shop pointers/data
f3195 - Job Stat Requirements (what's needed to change into that job stat-wise, might also cover alignment but I couldn't tell from a glance).
Bank $80
This is all taken from the Japanese V1.0 version
$80/8000 ROM Start
$00/8000 18 CLC ; Switch to Native Mode $00/8001 FB XCE $00/8002 78 SEI ; Disable Interrupts $00/8003 D8 CLD ; Deactivate Decimal Mode (if accidentally turned on) $00/8004 4B PHK ; Push Bank Register $00/8005 AB PLB ; Pull Data Bank Register $00/8006 E2 20 SEP #$20 $00/8008 C2 10 REP #$10 $00/800A A2 FF 1F LDX #$1FFF ; Set Stack to $7E:1FFF $00/800D 9A TXS $00/800E F4 00 00 PEA $0000 ; Direct Page Register = #$0000 $00/8011 2B PLD $00/8012 9C 00 42 STZ $4200 ; Deactivate NMI / Auto-Joypad $00/8015 9C AF 05 STZ $05AF ; Backup for $4200? $00/8018 20 6A 80 JSR $806A ; De-activate HDMAs, FBLANK, Clear Screen Destination Registers
Clear $7E:2000 to $7E:FFFF
$00/801B A0 00 E0 LDY #$E000 ; DMA Size: #$E000 $00/801E 8C 05 43 STY $4305 $00/8021 A0 00 20 LDY #$2000 ; WRAM Destination: $(7E)2000 $00/8024 18 CLC ; WRAM-Destination: Bank $7E $00/8025 A2 69 80 LDX #$8069 ; DMA Source Address: $00/8069 (ROM: $0000.0069 $00/8028 A9 00 LDA #$00 $00/802A 22 A7 9D 80 JSL $809DA7 ; Long Branch to the DMA setup and activation
$00/802E A9 01 LDA #$01 ; Activate Fast ROM $00/8030 8D 0D 42 STA $420D $00/8033 22 00 80 8F JSL $8F8000 ; Jump to ??? (Sound Setup?) $00/8037 64 59 STZ $59 ; ??? $00/8039 64 EA STZ $EA $00/803B C6 EA DEC $EA ; ??? ($EA = #$FF) $00/803D A9 01 LDA #$01 $00/803F 85 51 STA $51 ; ??? ($51 = #$01) $00/8041 78 SEI ; Disable Interrupts (again) $00/8042 D8 CLD ; Deactivate Decimal Mode (again) $00/8043 4B PHK ; Push Bank Register $00/8044 AB PLB ; Pull Data Bank Register $00/8045 E2 20 SEP #$20 $00/8047 C2 10 REP #$10 $00/8049 A2 00 02 LDX #$0200 $00/804C 8E 5F 05 STX $055F ; ??? $00/804F 9C 00 42 STZ $4200 ; Deactivate NMI / Auto-Joypad (again) $00/8052 9C AF 05 STZ $05AF ; Backup for $4200? $00/8055 20 6A 80 JSR $806A ; De-activate HDMAs, FBLANK, Clear Screen Destination Registers $00/8058 A9 01 LDA #$01 ; Activate Fast ROM (again) $00/805A 8D 0D 42 STA $420D $00/805D AF F0 FF 00 LDA $00FFF0 ; = #$FF $00/8061 8F F3 00 00 STA $0000F3 ; ??? $00/8065 5C 91 80 80 JMP $808091 ; Jump to ???
$80/8069 Clear Byte
$00/8069 00 ; Clear Byte for $80/801B
$80/806A De-activate HDMAs, FBLANK, Clear Screen Destination Registers
$00/806A 9C 0C 42 STZ $420C ; De-activate HDMAs $00/806D 9C B0 05 STZ $05B0 ; Backup for $420C? $00/8070 9C 86 05 STZ $0586 ; Backup for $420C? $00/8073 A9 80 LDA #$80 $00/8075 8D 00 21 STA $2100 ; FBLANK $00/8078 8D 87 05 STA $0587 ; Backup for $2100 $00/807B 8D 6A 05 STA $056A ; Backup for $2100 $00/807E 9C 2C 21 STZ $212C ; Clear Main Screen Destinations $00/8081 9C 2D 21 STZ $212D ; Clear Subscreen Destinations $00/8084 60 RTS
$80/8085 NMI Handler
$00/8085 5C 7E AF 80 JMP $80AF7E ; NMI Handler ("Jump to" Fast ROM)
$80/8091 ???
$80/8091 22 4A A1 80 JSL $80A14A ; Long-Jump to Deactivation of NMI, Auto-Joypad & HDMAs $80/8095 A2 FF 1F LDX #$1FFF ; Set Stack to $7E:1FFF $80/8098 9A TXS $80/8099 F4 00 00 PEA $0000 ; Direct Page Register = #$0000 $80/809C 2B PLD $80/809D 4B PHK ; Push Bank Register $80/809E AB PLB ; Pull Data Bank Register $80/809F 22 B6 A1 80 JSL $80A1B6 ; Write Executable Code in WRAM $80/80A3 A5 51 LDA $51 [$00:0051] A:A16B X:05DD Y:0004 P:eNvMxdIzC $80/80A5 F0 0C BEQ $0C [$80B3] A:A101 X:05DD Y:0004 P:envMxdIzC $80/80A7 C9 02 CMP #$02 A:A101 X:05DD Y:0004 P:envMxdIzC $80/80A9 F0 04 BEQ $04 [$80AF] A:A101 X:05DD Y:0004 P:eNvMxdIzc $80/80AB A9 F8 LDA #$F8 A:A101 X:05DD Y:0004 P:eNvMxdIzc $80/80AD 80 06 BRA $06 [$80B5] A:A1F8 X:05DD Y:0004 P:eNvMxdIzc
Code is missing here
$80/80B5 85 F5 STA $F5 [$00:00F5] A:A1F8 X:05DD Y:0004 P:eNvMxdIzc $80/80B7 22 28 AF 80 JSL $80AF28[$80:AF28] A:A1F8 X:05DD Y:0004 P:eNvMxdIzc $80/80BB 22 14 AF 80 JSL $80AF14[$80:AF14] A:0000 X:05DD Y:0004 P:eNvMxdIzc $80/80BF E6 EA INC $EA [$00:00EA] A:00FF X:33CC Y:9E7A P:eNvMxdIzc $80/80C1 A5 EA LDA $EA [$00:00EA] A:00FF X:33CC Y:9E7A P:envMxdIZc $80/80C3 C9 05 CMP #$05 A:0000 X:33CC Y:9E7A P:envMxdIZc $80/80C5 90 02 BCC $02 [$80C9] A:0000 X:33CC Y:9E7A P:eNvMxdIzc
Code is missing here
$80/80C9 20 59 B7 JSR $B759 [$80:B759] A:0000 X:33CC Y:9E7A P:eNvMxdIzc $80/80CC 20 73 B6 JSR $B673 ; Clear Registers, clear WRAM Bank $7F $80/80CF 20 4D B5 JSR $B54D ; Clear Graphic Setup Registers $80/80D2 20 CD B5 JSR $B5CD ; ??? $80/80D5 7B TDC A:E880 X:0320 Y:0000 P:envMxdIzC $80/80D6 8F 12 BD 7E STA $7EBD12[$7E:BD12] A:0000 X:0320 Y:0000 P:envMxdIZC $80/80DA 8F 84 BD 7E STA $7EBD84[$7E:BD84] A:0000 X:0320 Y:0000 P:envMxdIZC $80/80DE AF 37 21 00 LDA $002137 ; ??? Makes the current H Counter value appear in $213C? $80/80E2 AF 3C 21 00 LDA $00213C ; ??? Current H Counter!?! $80/80E6 22 65 AD 80 JSL $80AD65[$80:AD65] A:0080 X:0320 Y:0000 P:eNvMxdIzC $80/80EA 22 F1 98 80 JSL $8098F1[$80:98F1] A:0413 X:0021 Y:0000 P:eNvMxdIzC $80/80EE 9C BD 05 STZ $05BD ; ??? Flag Register, at least related to CGRAM Updates $80/80F1 9C 38 00 STZ $0038 ; ??? $80/80F4 9C BF 05 STZ $05BF ; Set Main Jump Table Index to #$00 $80/80F7 9C C0 05 STZ $05C0 ; ??? Jump Table Index? $80/80FA A9 80 LDA #$80 ; Activate FBLANK $80/80FC 8D 87 05 STA $0587 $80/80FF 9C A6 05 STZ $05A6 ; Remove everything from Main Screen $80/8102 9C A7 05 STZ $05A7 ; Remove everything from Subscreen $80/8105 58 CLI ; Enable Interrupts $80/8106 20 2F A1 JSR $A12F ; Activate NMI and Auto-Joypad Read $80/8109 22 8A A1 80 JSL $80A18A ; Change Bank, wait for NMI and execute code built in WRAM $80/810D 22 8A A1 80 JSL $80A18A ; Change Bank, wait for NMI and execute code built in WRAM $80/8111 22 8A A1 80 JSL $80A18A ; Change Bank, wait for NMI and execute code built in WRAM $80/8115 22 4A A1 80 JSL $80A14A ; Long Jump to Deactivate NMI, Auto-Joypad and HDMAs $80/8119 AF F3 00 00 LDA $0000F3[$00:00F3] A:0080 X:00FF Y:0000 P:eNvMxdizc $80/811D 89 01 BIT #$01 A:00FF X:00FF Y:0000 P:eNvMxdizc $80/811F D0 08 BNE $08 [$8129] A:00FF X:00FF Y:0000 P:eNvMxdizc
- code is missing here
$80/8129 58 CLI ; Enable Interrupts $80/812A 20 2F A1 JSR $A12F ; Activate NMI and Auto-Joypad Read $80/812D 22 98 A9 9D JSL $9DA998[$9D:A998] A:0081 X:00FF Y:0000 P:eNvMxdiZc
$80/8131 Main Loop?
$80/8131 20 92 A1 JSR $A192 ; ??? Wait for the next NMI? $80/8134 7B TDC ; Clear 16-bit A $80/8135 AD BF 05 LDA $05BF ; Load Main Jump Table Index and use it $80/8138 0A ASL A $80/8139 AA TAX $80/813A FC 42 81 JSR ($8142,x) ; Jump to something on the Main Jump Table $80/813D 20 72 8D JSR $8D72 ; Fade Screen In or Out $80/8140 80 EF BRA $EF ; [$8131]
$80/8142 Main Jump Table
67 81 $8167 - Entry #$00 82 81 $8182 - Entry #$01 C5 81 $81C5 - Entry #$02 02 85 $8502 - Entry #$03 F1 88 $88F1 - Entry #$04 66 81 $8166 - Entry #$05 - RTS 22 83 $8322 - Entry #$06 EC 88 $88EC - Entry #$07 C9 9C $9CC9 - Entry #$08 FD 9C $9CFD - Entry #$09 66 81 $8166 - Entry #$0A - RTS 66 81 $8166 - Entry #$0B - RTS 2F 84 $842F - Entry #$0C 66 81 $8166 - Entry #$0D - RTS 66 81 $8166 - Entry #$0E - RTS F6 88 $88F6 - Entry #$10 2E 83 $832E - Entry #$11 8B 81 $818B - Entry #$12
$80/8166 Main Jump Table Entry #$05 - EMPTY
Is just a RTS
$80/81C5 ?
$80/81C5 20 39 AD JSR $AD39 ; RNG? $80/81C8 20 09 E0 JSR $E009 [$80:E009] A:0015 X:0004 Y:000A P:envMxdizc $80/81CB AD C0 05 LDA $05C0 ; (Some important(?) Jump Table Index value?) $80/81CE D0 0C BNE $0C ; [$81DC] Skip next 4 subroutines if not empty $80/81D0 20 BA B9 JSR $B9BA [$80:B9BA] A:0000 X:003E Y:000A P:envMxdiZc $80/81D3 20 BE 9A JSR $9ABE [$80:9ABE] A:00C9 X:0040 Y:0000 P:envMxdiZC $80/81D6 20 0A 8A JSR $8A0A ; Scroll the Map due to Cursor Movement $80/81D9 20 F3 8B JSR $8BF3 ; Compare BG1 Scroll Buffers $80/81DC 22 19 80 86 JSL $868019[$86:8019] A:0000 X:003C Y:0000 P:envMxdiZC $80/81E0 20 F0 95 JSR $95F0 [$80:95F0] A:0001 X:0541 Y:0100 P:eNvMxdizC $80/81E3 A9 01 LDA #$01 ; Set Flag for a CGRAM Update $80/81E5 8D 49 12 STA $1249 $80/81E8 60 RTS
$80/8900 Increment Jump Table Index?
$80/8900 EE BF 05 INC $05BF ; Increment one Jump Table Index... $80/8903 9C C0 05 STZ $05C0 ; ... and set the other to zero? $80/8906 60 RTS
$80/897D A2 20 00 LDX #$0020 ; (Maximum of rhombs on one axis?) $80/8980 AD 91 05 LDA $0591 ; Load BG1 H-Scroll Low Byte $80/8983 29 07 AND #$07 ; Check if any of the lowest three bits is set $80/8985 F0 01 BEQ $01 ; [$8988] Branch if not
- Code is missing here
$80/8988 8A TXA A:1000 X:0020 Y:0001 P:envMxdiZC $80/8989 85 00 STA $00 [$00:0000] A:1020 X:0020 Y:0001 P:envMxdizC $80/898B A0 1C 00 LDY #$001C ; (Maximum of rhombs on the other axis?) $80/898E AD 93 05 LDA $0593 ; Load BG1 V-Scroll Low Byte $80/8991 29 07 AND #$07 ; Check if any of the lowest three bits is set $80/8993 F0 01 BEQ $01 ; [$8996] Branch if not $80/8995 C8 INY A:1804 X:0020 Y:001C P:envMxdizc $80/8996 98 TYA A:1000 X:0020 Y:001C P:envMxdiZC $80/8997 85 02 STA $02 [$00:0002] A:101C X:0020 Y:001C P:envMxdizC $80/8999 AE 91 05 LDX $0591 ; Copy BG1 H-Scroll in $04 $80/899C 86 04 STX $04 $80/899E AC 93 05 LDY $0593 ; Copy BG1 V-Scroll in $06 $80/89A1 84 06 STY $06 $80/89A3 A9 03 LDA #$03 A:101C X:01A0 Y:0110 P:envMxdizC $80/89A5 22 FC F0 82 JSL $82F0FC[$82:F0FC] A:1003 X:01A0 Y:0110 P:envMxdizC $80/89A9 60 RTS
$80/89AA BATTLE: Long Jump to Check if the Cursor is in Screen Center
$80/89AA 8B PHB ; Buffer Data Bank on Stack $80/89AB 4B PHK ; Set Data Bank to $80 $80/89AC AB PLB $80/89AD 20 B2 89 JSR $89B2 ; Check if the Cursor is in Screen Center $80/89B0 AB PLB ; Restore Data Bank $80/89B1 6B RTL
$80/89B2 BATTLE: Check if the Cursor is in Screen Center
This checks if the Cursor is in the Center of the Screen.
If A is empty at the end, it is in center, if not, it's off center.
$80/89B2 A2 3C 00 LDX #$003C ; Index of the Rhomb Marker for the Global Pos List $80/89B5 A0 00 00 LDY #$0000 ; Clear Signal Register $80/89B8 C2 20 REP #$20 $80/89BA BD 43 07 LDA $0743,x ; Load the Global X-Position of the Rhomb Marker $80/89BD 38 SEC ; Subtract #$80 (no. of pixels between the screen center and border) $80/89BE E9 80 00 SBC #$0080 $80/89C1 CD 91 05 CMP $0591 ; Compare with BG1 HScroll $80/89C4 F0 01 BEQ $01 ; [$89C7] Branch if Cursor is in Center $80/89C6 C8 INY ; Set Signal - Not in Center! $80/89C7 BD 83 07 LDA $0783,x ; Load the Global Y-Position of the Rhomb Marker $80/89CA 38 SEC ; Subtract #$77 (about no. of pixels between the screen center and border) $80/89CB E9 77 00 SBC #$0077 $80/89CE CD 93 05 CMP $0593 ; Compare with BG1 VScroll $80/89D1 F0 01 BEQ $01 ; [$89D4] Branch if Cursor is in Center $80/89D3 C8 INY ; Set Signal - Not in Center! $80/89D4 E2 20 SEP #$20 $80/89D6 98 TYA ; Transfer the "Off-Center-Signal" in A $80/89D7 60 RTS
$80/8A0A BATTLE: Scroll the Map due to Cursor Movement
$80/8A0A AE 91 05 LDX $0591 ; Copy the current BG1 HScroll value in $05FB $80/8A0D 8E FB 05 STX $05FB $80/8A10 AE 93 05 LDX $0593 ; Copy the current BG1 VScroll value in $05FD $80/8A13 8E FD 05 STX $05FD $80/8A16 AE 3D 00 LDX $003D [$80:003D] A:0E00 X:0048 Y:0014 P:envMxdizC $80/8A19 10 1E BPL $1E [$8A39] A:0E00 X:FFFF Y:0014 P:eNvMxdizC $80/8A1B A5 60 LDA $60 [$00:0060] A:0E00 X:FFFF Y:0014 P:eNvMxdizC $80/8A1D D0 03 BNE $03 [$8A22] A:0E01 X:FFFF Y:0014 P:envMxdizC
- Code is missing here
$80/8A22 A2 3C 00 LDX #$003C ; Index for the Rhomb Marker $80/8A25 C2 20 REP #$20 $80/8A27 BD 43 07 LDA $0743,x ; Load the Global X-Position of the Rhomb Marker $80/8A2A 85 00 STA $00 ; Use $00 as Tempstore $80/8A2C BD 83 07 LDA $0783,x ; Load the Global Y-Position of the Rhomb Marker $80/8A2F 38 SEC ; ??? (Subtract 8 for unknown reasons) $80/8A30 E9 08 00 SBC #$0008 $80/8A33 85 02 STA $02 ; Use $02 as Tempstore $80/8A35 E2 20 SEP #$20 $80/8A37 80 0E BRA $0E ; [$8A47]
- Code is missing here
$80/8A47 A0 00 00 LDY #$0000 ; Clear this Direction Flag Register $80/8A4A C2 20 REP #$20 $80/8A4C A5 00 LDA $00 ; Load the Global X-Position of the Rhomb Marker $80/8A4E 38 SEC ; Subtract BG1 Horizontal Scroll $80/8A4F ED 91 05 SBC $0591 $80/8A52 38 SEC ; Subtract #$80 (half of Screen Width) $80/8A53 E9 80 00 SBC #$0080 $80/8A56 10 05 BPL $05 ; [$8A5D] Branch if the cursor is to the right of the screen center $80/8A58 49 FF FF EOR #$FFFF ; It's left to the center, so it's a negative value in A - turn it positive $80/8A5B 1A INC A ; You have to add 1 after turning positive $80/8A5C C8 INY ; ??? Set flag for "it was negative"? $80/8A5D C9 41 00 CMP #$0041 ; Check if the cursor is further than #$41px away from the center $80/8A60 90 15 BCC $15 ; [$8A77] If not, branch $80/8A62 A9 C0 00 LDA #$00C0 ; C0 is the border to the right where scrolling doesn't activate yet $80/8A65 C0 00 00 CPY #$0000 ; Check if the cursor went out of the focus to the left or the right $80/8A68 F0 03 BEQ $03 ; [$8A6D] Leave out the next line if it was to the right $80/8A6A A9 40 00 LDA #$0040 ; Replace it with the address of the left border if it was to the left $80/8A6D 38 SEC ; Subtract the Global X-Position of the cursor $80/8A6E E5 00 SBC $00 $80/8A70 49 FF FF EOR #$FFFF ; Turn the result into a positive number $80/8A73 1A INC A $80/8A74 8D 91 05 STA $0591 ; [$80:0591] Store it as the new BG1 H Scroll value $80/8A77 A0 00 00 LDY #$0000 ; Clear this Direction Flag Register $80/8A7A C2 20 REP #$20 $80/8A7C A5 02 LDA $02 ; Load the Global Y-Position of the Rhomb Marker $80/8A7E 38 SEC ; Subtract BG1 Vertical Scroll $80/8A7F ED 93 05 SBC $0593 $80/8A82 38 SEC ; Subtract #$6F (about half of Screen Height) $80/8A83 E9 6F 00 SBC #$006F $80/8A86 10 05 BPL $05 ; [$8A8D] Branch if the cursor is in the lower than the screen center $80/8A88 49 FF FF EOR #$FFFF ; It's above the screen center, so turn the distance into a positive number... $80/8A8B 1A INC A $80/8A8C C8 INY ; ... and set the flag that it is above the center $80/8A8D C9 29 00 CMP #$0029 ; Check if the cursor is further than #$29px away from the center $80/8A90 90 15 BCC $15 ; [$8AA7] If not, branch
- Code is missing here
$80/8AA7 AD 91 05 LDA $0591 ; Check if this subroutine changed BG1 HScroll Value $80/8AAA CD FB 05 CMP $05FB $80/8AAD D0 2A BNE $2A ; [$8AD9] Branch if it has $80/8AAF AD 91 05 LDA $0591 [$80:0591] A:0150 X:003C Y:0000 P:envmxdiZC $80/8AB2 89 0F 00 BIT #$000F A:0150 X:003C Y:0000 P:envmxdizC $80/8AB5 F0 1D BEQ $1D [$8AD4] A:0150 X:003C Y:0000 P:envmxdiZC
- Code is missing here
$80/8AD4 9C FF 05 STZ $05FF ; Clear $05FF - no distance to scroll $80/8AD7 80 0A BRA $0A ; [$8AE3] $80/8AD9 AD 91 05 LDA $0591 ; If the BG1 HScroll value has been changed, calculate the difference $80/8ADC 38 SEC $80/8ADD ED FB 05 SBC $05FB $80/8AE0 8D FF 05 STA $05FF ; And store it in $05FF (16-bit value, can be negative)
- Code is missing here
$80/8AE3 AD 93 05 LDA $0593 ; Check if this subroutine changed BG1 VScroll Value $80/8AE6 CD FD 05 CMP $05FD $80/8AE9 D0 2A BNE $2A ; [$8B15] Branch if it has $80/8AEB AD 93 05 LDA $0593 [$80:0593] A:0048 X:003C Y:0000 P:envmxdiZC $80/8AEE 89 07 00 BIT #$0007 A:0048 X:003C Y:0000 P:envmxdizC $80/8AF1 F0 1D BEQ $1D [$8B10] A:0048 X:003C Y:0000 P:envmxdiZC
- Code is missing here
$80/8B10 9C 01 06 STZ $0601 ; Clear $0601 - no distance to scroll $80/8B13 80 0A BRA $0A ; [$8B1F] Exit
- Code is missing here
$80/8B1F E2 20 SEP #$20 $80/8B21 60 RTS
$80/8BEB Long Jump to Compare BG1 Scroll Buffers
$80/8BEB 8B PHB ; Buffer Program Bank $80/8BEC 4B PHK ; Set $80 as Program Bank $80/8BED AB PLB $80/8BEE 20 F3 8B JSR $8BF3 ; Compare BG1 Scroll Buffers $80/8BF1 AB PLB ; Restore Program Bank $80/8BF2 6B RTL
$80/8BF3 Compare BG1 Scroll Buffers
$80/8BF3 C2 20 REP #$20 ; A = 16 bit $80/8BF5 A0 00 00 LDY #$0000 A:0048 X:003C Y:0000 P:envmxdiZC $80/8BF8 AD 91 05 LDA $0591 ; Load BG1 HScroll Buffer $80/8BFB 38 SEC ; Subtract another BG1 HScroll Buffer $80/8BFC ED 71 05 SBC $0571 $80/8BFF 10 06 BPL $06 ; [$8C07] Branch if Positive $80/8C01 C8 INY ; Increment twice to set Bit 1 in Y (negative signal) $80/8C02 C8 INY $80/8C03 49 FF FF EOR #$FFFF ; Turn the difference in a positive number $80/8C06 1A INC A ; (INC A is part of the turning into a positive number) $80/8C07 85 0C STA $0C ; Store (positive) Difference of the H-Scrolls in $0C $80/8C09 AD 93 05 LDA $0593 ; Load BG1 VScroll Buffer $80/8C0C 38 SEC ; Subtract another BG1 VScroll Buffer $80/8C0D ED 73 05 SBC $0573 $80/8C10 10 05 BPL $05 ; [$8C17] Branch if Positive
- Code is missing here
$80/8C17 85 0E STA $0E ; Store (positive) Difference of the V-Scrolls in $0E $80/8C19 05 0C ORA $0C ; With this, if any Bit in $0C or $0E is set, A will be != 0 $80/8C1B D0 03 BNE $03 ; [$8C20] Branch if there was any difference between the buffers $80/8C1D 4C 1D 8D JMP $8D1D ; Exit $80/8C20 E2 20 SEP #$20 A:0001 X:3300 Y:0002 P:envmxdizC $80/8C22 A5 67 LDA $67 ; ??? (seems to be always 8) $80/8C24 1A INC A ; ??? $80/8C25 20 F0 A8 JSR $A8F0 ; Calculate the Square Number of A $80/8C28 C2 20 REP #$20 ; 16-bit A $80/8C2A 85 04 STA $04 ; ?? $04 = ($6C + 1)² (= #$51) $80/8C2C A5 0C LDA $0C ; Load (positive) Difference of the H-Scrolls in $0C $80/8C2E 22 01 A9 80 JSL $80A901 ; Calculate the Square Number of 16-bit A $80/8C32 D4 02 PEI ($02) ; Buffer $00-$03 on Stack (which is the Square Number Result) $80/8C34 D4 00 PEI ($00) $80/8C36 A5 0E LDA $0E ; Load (positive) Difference of the V-Scrolls in $0E $80/8C38 22 01 A9 80 JSL $80A901 ; Calculate the Square Number of 16-bit A $80/8C3C 18 CLC ; Clear Carry $80/8C3D 68 PLA ; Pull the the two low bytes of the H-Scroll-Square Number $80/8C3E 65 00 ADC $00 ; Add V-Scroll-Square Number low bytes $80/8C40 85 00 STA $00 ; Store in $00/1 $80/8C42 68 PLA ; Pull the the two high bytes of the H-Scroll-Square Number $80/8C43 65 02 ADC $02 ; Add V-Scroll-Square Number high bytes $80/8C45 85 02 STA $02 ; Store in $02/3 $80/8C47 A5 00 LDA $00 ; If the Low Bytes of the added Square Numbers is higher/same than $04... $80/8C49 C5 04 CMP $04 ; ... then this CMP sets the Carry that gets subrtracted... $80/8C4B A5 02 LDA $02 ; ... from the added Square Numbers High Bytes in these two lines $80/8C4D E9 00 00 SBC #$0000 $80/8C50 90 25 BCC $25 ; [$8C77] Branch if this subtraction needed the borrow $80/8C52 22 FC AB 80 JSL $80ABFC[$80:ABFC] A:0000 X:003C Y:0002 P:envmxdiZC $80/8C56 85 08 STA $08 [$00:0008] A:0010 X:003C Y:0002 P:eNvmxdizC $80/8C58 A5 67 LDA $67 [$00:0067] A:0010 X:003C Y:0002 P:eNvmxdizC $80/8C5A 29 FF 00 AND #$00FF A:5508 X:003C Y:0002 P:envmxdizC $80/8C5D 85 00 STA $00 [$00:0000] A:0008 X:003C Y:0002 P:envmxdizC $80/8C5F A5 0C LDA $0C [$00:000C] A:0008 X:003C Y:0002 P:envmxdizC $80/8C61 85 04 STA $04 [$00:0004] A:0010 X:003C Y:0002 P:envmxdizC $80/8C63 22 6F A8 80 JSL $80A86F[$80:A86F] A:0010 X:003C Y:0002 P:envmxdizC $80/8C67 A5 04 LDA $04 [$00:0004] A:0000 X:003C Y:0002 P:eNvmxdizC $80/8C69 85 0C STA $0C [$00:000C] A:0008 X:003C Y:0002 P:envmxdizC $80/8C6B A5 0E LDA $0E [$00:000E] A:0008 X:003C Y:0002 P:envmxdizC $80/8C6D 85 04 STA $04 [$00:0004] A:0000 X:003C Y:0002 P:envmxdiZC $80/8C6F 22 6F A8 80 JSL $80A86F[$80:A86F] A:0000 X:003C Y:0002 P:envmxdiZC $80/8C73 A5 04 LDA $04 [$00:0004] A:0000 X:003C Y:0002 P:eNvmxdizc $80/8C75 85 0E STA $0E [$00:000E] A:0000 X:003C Y:0002 P:envmxdiZc $80/8C77 98 TYA ; Test if Bit 1 in Y is set (Signal for negative difference in H-Scroll) $80/8C78 89 02 00 BIT #$0002 $80/8C7B F0 06 BEQ $06 ; [$8C83] Branch if positive difference $80/8C7D 7B TDC ; Turn the Difference back into a negative value and store it in $0C $80/8C7E 38 SEC $80/8C7F E5 0C SBC $0C $80/8C81 85 0C STA $0C $80/8C83 98 TYA ; Test if Bit 0 in Y is set (Signal for negative difference in V-Scroll) $80/8C84 89 01 00 BIT #$0001 $80/8C87 F0 06 BEQ $06 ; [$8C8F] Branch if positive difference
- Code is missing here
$80/8C8F A5 0C LDA $0C ; Load (positive/negative) Difference of the H-Scrolls $80/8C91 18 CLC $80/8C92 6D 71 05 ADC $0571 ; Add BG1 H-Scroll $80/8C95 8D 91 05 STA $0591 ; Set as BG1 H-Scroll $80/8C98 8D 95 05 STA $0595 ; Set as BG2 H-Scroll $80/8C9B A5 0E LDA $0E ; Load (positive/negative) Difference of the V-Scrolls $80/8C9D 18 CLC $80/8C9E 6D 73 05 ADC $0573 ; Add BG1 V-Scroll $80/8CA1 8D 93 05 STA $0593 ; Set as BG1 V-Scroll $80/8CA4 8D 97 05 STA $0597 ; Set as BG2 V-Scroll $80/8CA7 AE 91 05 LDX $0591 ; X = BG1 H-Scroll $80/8CAA AC 93 05 LDY $0593 ; Y = BG1 V-Scroll $80/8CAD EC 71 05 CPX $0571 ; Compare new H-Scroll to the old $80/8CB0 30 1A BMI $1A ; [$8CCC] Branch if the difference was negative = scroll value got less
- Code is missing here
$80/8CCC AD 71 05 LDA $0571 ; Load old H-Scroll $80/8CCF 29 F8 FF AND #$FFF8 ; Remove lowest 3 Bits $80/8CD2 85 00 STA $00 ; Buffer in $00 $80/8CD4 8A TXA ; A = BG1 H-Scroll $80/8CD5 29 F8 FF AND #$FFF8 ; Remove lowest 3 Bits $80/8CD8 C5 00 CMP $00 ; Check if the difference between old and new H-Scroll is bigger than 8px $80/8CDA F0 07 BEQ $07 ; [$8CE3] Branch if not
- Code is missing here
$80/8CDC E2 20 SEP #$20 A:00D8 X:00DF Y:0060 P:eNvmxdizc $80/8CDE 20 45 8D JSR $8D45 [$80:8D45] A:00D8 X:00DF Y:0060 P:eNvMxdizc $80/8CE1 C2 20 REP #$20 A:0038 X:0006 Y:781B P:eNvMxdizc
$80/8CE3 AE 91 05 LDX $0591 ; X = BG1 H-Scroll $80/8CE6 AC 93 05 LDY $0593 ; Y = BG1 V-Scroll $80/8CE9 CC 73 05 CPY $0573 ; Compare new Y-Scroll to the old $80/8CEC 30 1A BMI $1A ; [$8D08] Branch if the difference was negative = scroll value got less $80/8CEE AD 73 05 LDA $0573 ; Load old V-Scroll $80/8CF1 3A DEC A ; ??? Decrement V-Scroll by 1 (why?) $80/8CF2 29 F8 FF AND #$FFF8 ; Remove lowest 3 Bits $80/8CF5 85 00 STA $00 ; Buffer in $00 $80/8CF7 98 TYA ; A = BG1 V-Scroll $80/8CF8 3A DEC A ; ??? Decrement V-Scroll by 1 (why?) $80/8CF9 29 F8 FF AND #$FFF8 ; Remove lowest 3 Bits $80/8CFC C5 00 CMP $00 ; Check if the difference between old and new H-Scroll is bigger than 8px $80/8CFE F0 1D BEQ $1D ; [$8D1D] Exit
- Code is missing here
$80/8D1D E2 20 SEP #$20 $80/8D1F 60 RTS
$80/8D45 ?
The values that are stored in $04 and $06 (and that seem to be carried into this subroutine) are something like the BG1 H- and V-Scroll values (according to the subroutine at the end of $82F0FC).
$80/8D45 A9 01 LDA #$01 A:00D8 X:00DF Y:0060 P:eNvMxdizc $80/8D47 85 00 STA $00 [$00:0000] A:0001 X:00DF Y:0060 P:envMxdizc $80/8D49 A9 1C LDA #$1C A:0001 X:00DF Y:0060 P:envMxdizc $80/8D4B 85 02 STA $02 [$00:0002] A:001C X:00DF Y:0060 P:envMxdizc $80/8D4D 98 TYA A:001C X:00DF Y:0060 P:envMxdizc $80/8D4E 29 07 AND #$07 A:0060 X:00DF Y:0060 P:envMxdizc $80/8D50 F0 02 BEQ $02 [$8D54] A:0000 X:00DF Y:0060 P:envMxdiZc
- Code is missing here
$80/8D54 86 04 STX $04 [$00:0004] A:0000 X:00DF Y:0060 P:envMxdiZc $80/8D56 84 06 STY $06 [$00:0006] A:0000 X:00DF Y:0060 P:envMxdiZc $80/8D58 22 60 81 99 JSL $998160[$99:8160] A:0000 X:00DF Y:0060 P:envMxdiZc $80/8D5C 90 07 BCC $07 [$8D65] A:0000 X:00DF Y:0060 P:envMxdizC $80/8D5E A9 03 LDA #$03 A:0000 X:00DF Y:0060 P:envMxdizC $80/8D60 22 FC F0 82 JSL $82F0FC[$82:F0FC] A:0003 X:00DF Y:0060 P:envMxdizC $80/8D64 60 RTS A:0038 X:0006 Y:781B P:eNvMxdizc
$80/8D6A Long Jump to Fade Screen In or Out
$80/8D6A 8B PHB ; Buffer Data Bank $80/8D6B 4B PHK ; Set $80 as Data Bank $80/8D6C AB PLB $80/8D6D 20 72 8D JSR $8D72 ; Fade Screen In or Out $80/8D70 AB PLB ; Restore Data Bank $80/8D71 6B RTL
$80/8D72 Fade Screen In or Out
$80/8D72 AD C2 05 LDA $05C2 ; Load Fade In/Out Flags $80/8D75 89 01 BIT #$01 ; Is Fade In Flag set? (Bit 0) $80/8D77 F0 16 BEQ $16 ; [$8D8F] Branch if not $80/8D79 AD 87 05 LDA $0587 ; Load $2100 Buffer $80/8D7C 29 0F AND #$0F ; Remove the FBLANK Bit, leave the Screen brightness $80/8D7E 18 CLC ; Turn Screen Brightness up by two degrees $80/8D7F 69 02 ADC #$02 $80/8D81 C9 0F CMP #$0F ; Check if it surpassed the maximum $80/8D83 90 05 BCC $05 ; [$8D8A] Branch if it didn't $80/8D85 9C C2 05 STZ $05C2 ; Deactivate Fade In/Out Flags $80/8D88 A9 0F LDA #$0F ; If brightness+2 surpasses the limit, set to max brightness $80/8D8A 8D 87 05 STA $0587 ; Store it in $2100 buffer and then exit $80/8D8D 80 18 BRA $18 ; [$8DA7] YOU CAN MAKE THIS SHORTER- remove the line above and branch to $8DA4 $80/8D8F 89 02 BIT #$02 ; Is Fade Out Flag set? (Bit 1) $80/8D91 F0 14 BEQ $14 ; [$8DA7] ??? Exit if not $80/8D93 AD 87 05 LDA $0587 ; Load $2100 Buffer $80/8D96 30 07 BMI $07 ; [$8D9F] Branch if FBLANK is active $80/8D98 38 SEC ; Turn Brightness down by two degrees $80/8D99 E9 02 SBC #$02 $80/8D9B F0 02 BEQ $02 ; [$8D9F] Activate FBLANK and exit if we reached 0 (or turned negative) $80/8D9D 10 05 BPL $05 ; [$8DA4] If still positive, store new Brightness back and exit $80/8D9F 9C C2 05 STZ $05C2 ; Deactivate Fade In/Out Flags $80/8DA2 A9 80 LDA #$80 ; Activate FBLANK $80/8DA4 8D 87 05 STA $0587 $80/8DA7 60 RTS
$80/8DA8 BATTLE: Load Palette Number for Color Cycling
$80/8DA8 8B PHB ; Buffer Data Bank $80/8DA9 4B PHK ; Set $80 as Data Bank $80/8DAA AB PLB A:0000 X:0000 Y:0320 P:envMxdiZC $80/8DAB A5 A3 LDA $A3 [$00:00A3] A:0000 X:0000 Y:0320 P:eNvMxdizC $80/8DAD 89 02 BIT #$02 A:0000 X:0000 Y:0320 P:envMxdiZC $80/8DAF F0 0C BEQ $0C [$8DBD] A:0000 X:0000 Y:0320 P:envMxdiZC
- Code is missing here
$80/8DBD BD 56 1A LDA $1A56,x[$80:1A56] A:0000 X:0000 Y:0320 P:envMxdiZC $80/8DC0 18 CLC A:0007 X:0000 Y:0320 P:envMxdizC $80/8DC1 69 10 ADC #$10 A:0007 X:0000 Y:0320 P:envMxdizc $80/8DC3 AB PLB ; Restore Data Bank $80/8DC4 6B RTL
$80/8DC5 BATTLE: Long Jump to Setup HDMA Data Tables for Color Cycling
$80/8DC5 8B PHB ; Buffer Data Bank $80/8DC6 4B PHK ; Set $80 as Data Bank $80/8DC7 AB PLB $80/8DC8 20 CD 8D JSR $8DCD ; Setup HDMA Data Tables for Color Cycling $80/8DCB AB PLB ; Restore Data Bank $80/8DCC 6B RTL
$80/8DCD BATTLE: Setup HDMA Data Tables for Color Cycling
This prepares the Data Tables for two HDMAs that do color cycling.
The Data Tables are going to be at $7E/BEBE and $7E/C0BE (and $7E/BFBE and $7E/C1BE, more on that later). They will consist of two bytes CGRAM address followed by two bytes of Color Data.
The second half of the subroutine is executed twice: At $8DE6, it jumps to the next line as a subroutine; it executes everything and then reaches a RTS. This RTS moves it back to $8DE9 where it executes everything again. As the Store Index in X isn't changed, it goes on writing the same stuff in the registers after whose who where worked off in the first run.
$80/8DCD 7B TDC ; Clear 16-bit A $80/8DCE A5 9C LDA $9C ; Load Index which Palette to use $80/8DD0 C2 20 REP #$20 ; 16-bit A $80/8DD2 29 FF 00 AND #$00FF ; This line could be removed $80/8DD5 0A ASL A ; Multiply by 2, each entry is 2 bytes in size $80/8DD6 AA TAX $80/8DD7 BF EE E3 84 LDA $84E3EE,x ; Load Palette Address $80/8DDB 85 20 STA $20 ; Setup Load Address for Palettes in $20/1 $80/8DDD E2 20 SEP #$20 ; 8-bit A $80/8DDF A9 84 LDA #$84 ; Set Load Address Bank to $84 in $22 $80/8DE1 85 22 STA $22 $80/8DE3 A2 00 00 LDX #$0000 ; Clear Store Index $80/8DE6 20 E9 8D JSR $8DE9 ; EXECUTE THE REST OF THE SUBROUTINE TWICE $80/8DE9 8B PHB ; Buffer Data Bank on Stack $80/8DEA A9 7E LDA #$7E ; Set Data Bank to $7E $80/8DEC 48 PHA $80/8DED AB PLB $80/8DEE A0 00 00 LDY #$0000 ; Clear Data Load Index $80/8DF1 A9 4E LDA #$4E ; Set as 1st color to change with the 1st table #$(00)4E $80/8DF3 9D BF BE STA $BEBF,x $80/8DF6 A9 5E LDA #$5E ; Set as 2nd color to change with the 1st table #$(00)5E $80/8DF8 9D C3 BE STA $BEC3,x $80/8DFB A9 6E LDA #$6E ; Set as 1st color to change with the 2nd table #$(00)6E $80/8DFD 9D BF C0 STA $C0BF,x $80/8E00 A9 7E LDA #$7E ; Set as 2nd color to change with the 2nd table #$(00)7E $80/8E02 9D C3 C0 STA $C0C3,x $80/8E05 C2 20 REP #$20 ; 16-bit A $80/8E07 B7 20 LDA [$20],y ; Load Byte (Color) $80/8E09 9D C0 BE STA $BEC0,x ; Color for CGRAM entry #$004E $80/8E0C 9D C4 BE STA $BEC4,x ; Color for CGRAM entry #$005E $80/8E0F 9D C0 C0 STA $C0C0,x ; Color for CGRAM entry #$006E $80/8E12 9D C4 C0 STA $C0C4,x ; Color for CGRAM entry #$007E $80/8E15 8A TXA ; Increment Store Index by 8 - do the next 2 entries $80/8E16 18 CLC $80/8E17 69 08 00 ADC #$0008 $80/8E1A AA TAX $80/8E1B E2 20 SEP #$20 ; 8-bit A $80/8E1D C8 INY ; Increment Load Index for the next color twice $80/8E1E C8 INY $80/8E1F C0 20 00 CPY #$0020 ; Loop until it has done sixteen colors $80/8E22 90 CD BCC $CD ; [$8DF1] $80/8E24 88 DEY ; Decrement Load Index for the next color twice - do the colors backwards $80/8E25 88 DEY $80/8E26 A9 4E LDA #$4E ; Set as 1st color to change with the 1st table #$(00)4E $80/8E28 9D BF BE STA $BEBF,x $80/8E2B A9 5E LDA #$5E ; Set as 2nd color to change with the 1st table #$(00)5E $80/8E2D 9D C3 BE STA $BEC3,x $80/8E30 A9 6E LDA #$6E ; Set as 1st color to change with the 2nd table #$(00)6E $80/8E32 9D BF C0 STA $C0BF,x $80/8E35 A9 7E LDA #$7E ; Set as 2nd color to change with the 2nd table #$(00)7E $80/8E37 9D C3 C0 STA $C0C3,x $80/8E3A C2 20 REP #$20 ; 16-bit A $80/8E3C B7 20 LDA [$20],y ; Load Byte (Color) $80/8E3E 9D C0 BE STA $BEC0,x ; Color for CGRAM entry #$004E $80/8E41 9D C4 BE STA $BEC4,x ; Color for CGRAM entry #$005E $80/8E44 9D C0 C0 STA $C0C0,x ; Color for CGRAM entry #$006E $80/8E47 9D C4 C0 STA $C0C4,x ; Color for CGRAM entry #$007E $80/8E4A 8A TXA ; Increment Store Index by 8 - do the next 2 entries $80/8E4B 18 CLC $80/8E4C 69 08 00 ADC #$0008 $80/8E4F AA TAX $80/8E50 E2 20 SEP #$20 ; 8-bit A $80/8E52 88 DEY ; Decrement Load Index for the next color twice - do the colors backwards $80/8E53 88 DEY $80/8E54 10 D0 BPL $D0 ; [$8E26] Loop until it has done sixteen colors $80/8E56 C2 20 REP #$20 ; 16-bit A $80/8E58 AD 93 05 LDA $0593 ; Copy BG1 V-Scroll value in $BE88 $80/8E5B 8D 88 BE STA $BE88 $80/8E5E E2 20 SEP #$20 ; 8-bit A $80/8E60 AB PLB ; Restore Data Bank from Stack $80/8E61 60 RTS
Executed while movement possibilities are shown
$80/8E62 8B PHB ; Buffer Data Bank on Stack - this line could be removed $80/8E63 4B PHK ; Set Data Bank to $80 - this line could be removed $80/8E64 AB PLB ; this line could be removed $80/8E65 20 6A 8E JSR $8E6A [$80:8E6A] A:0060 X:0200 Y:FFFE P:eNvMxdizc $80/8E68 AB PLB ; Restore Data Bank - this line could be removed $80/8E69 6B RTL
Executed while movement possibilities are shown
$80/8E6A 8B PHB ; Buffer Data Bank on Stack $80/8E6B A9 7E LDA #$7E ; Set Data Bank to $7E - this line could be removed $80/8E6D 48 PHA $80/8E6E AB PLB $80/8E6F A2 8A BE LDX #$BE8A A:007E X:0200 Y:FFFE P:envMxdizc $80/8E72 8E 84 BE STX $BE84 [$7E:BE84] A:007E X:BE8A Y:FFFE P:eNvMxdizc $80/8E75 A2 00 00 LDX #$0000 A:007E X:BE8A Y:FFFE P:eNvMxdizc $80/8E78 AD EE 05 LDA $05EE ; Load $4209 Buffer (V Timer Low Byte) $80/8E7B 48 PHA ; Copy it on Stack $80/8E7C C9 41 CMP #$41 ; Check if it is more than #$40 $80/8E7E 90 02 BCC $02 ; [$8E82] if not, use that value... $80/8E80 A9 40 LDA #$40 ; ... else, use #$40 $80/8E82 09 80 ORA #$80 A:0040 X:0000 Y:FFFE P:envMxdizC $80/8E84 9D 8A BE STA $BE8A,x[$7E:BE8A] A:00C0 X:0000 Y:FFFE P:eNvMxdizC $80/8E87 9D 97 BE STA $BE97,x[$7E:BE97] A:00C0 X:0000 Y:FFFE P:eNvMxdizC $80/8E8A 9D A4 BE STA $BEA4,x[$7E:BEA4] A:00C0 X:0000 Y:FFFE P:eNvMxdizC $80/8E8D 9D B1 BE STA $BEB1,x[$7E:BEB1] A:00C0 X:0000 Y:FFFE P:eNvMxdizC $80/8E90 E8 INX A:00C0 X:0000 Y:FFFE P:eNvMxdizC $80/8E91 C2 20 REP #$20 A:00C0 X:0001 Y:FFFE P:envMxdizC $80/8E93 A9 BE BE LDA #$BEBE A:00C0 X:0001 Y:FFFE P:envmxdizC $80/8E96 9D 8A BE STA $BE8A,x[$7E:BE8B] A:BEBE X:0001 Y:FFFE P:eNvmxdizC $80/8E99 9D A4 BE STA $BEA4,x[$7E:BEA5] A:BEBE X:0001 Y:FFFE P:eNvmxdizC $80/8E9C A9 BE C0 LDA #$C0BE A:BEBE X:0001 Y:FFFE P:eNvmxdizC $80/8E9F 9D 97 BE STA $BE97,x[$7E:BE98] A:C0BE X:0001 Y:FFFE P:eNvmxdizC $80/8EA2 9D B1 BE STA $BEB1,x[$7E:BEB2] A:C0BE X:0001 Y:FFFE P:eNvmxdizC $80/8EA5 E2 20 SEP #$20 A:C0BE X:0001 Y:FFFE P:eNvmxdizC $80/8EA7 E8 INX A:C0BE X:0001 Y:FFFE P:eNvMxdizC $80/8EA8 E8 INX A:C0BE X:0002 Y:FFFE P:envMxdizC $80/8EA9 68 PLA ; Pull the Copy of the $4209 Buffer value from stack $80/8EAA C9 41 CMP #$41 $80/8EAC 90 04 BCC $04 ; [$8EB2] Branch and go on if it is less than #$40 $80/8EAE E9 40 SBC #$40 ; Subtract #$40 $80/8EB0 80 C9 BRA $C9 ; [$8E7B] Loop $80/8EB2 9E 8A BE STZ $BE8A,x[$7E:BE96] A:C01B X:000C Y:FFFE P:eNvMxdizc $80/8EB5 9E 97 BE STZ $BE97,x[$7E:BEA3] A:C01B X:000C Y:FFFE P:eNvMxdizc $80/8EB8 9E A4 BE STZ $BEA4,x[$7E:BEB0] A:C01B X:000C Y:FFFE P:eNvMxdizc $80/8EBB 9E B1 BE STZ $BEB1,x[$7E:BEBD] A:C01B X:000C Y:FFFE P:eNvMxdizc $80/8EBE 9C 86 BE STZ $BE86 [$7E:BE86] A:C01B X:000C Y:FFFE P:eNvMxdizc $80/8EC1 A9 81 LDA #$81 A:C01B X:000C Y:FFFE P:eNvMxdizc $80/8EC3 8D 87 BE STA $BE87 [$7E:BE87] A:C081 X:000C Y:FFFE P:eNvMxdizc $80/8EC6 AB PLB ; Restore Data Bank - this line could be removed $80/8EC7 60 RTS
$80/8EC8 BATTLE: Long Jump to Setup Color HDMAs
Executed while movement possibilities are shown
$80/8EC8 8B PHB ; Buffer Data Bank on Stack $80/8EC9 4B PHK ; Set Data Bank to $80 $80/8ECA AB PLB $80/8ECB 20 D0 8E JSR $8ED0 ; Setup Color HDMAs $80/8ECE AB PLB ; Restore Data Bank $80/8ECF 6B RTL
$80/8ED0 BATTLE: Setup Color HDMAs
Executed while movement possibilities are shown
$80/8ED0 A9 43 LDA #$43 ; DMA Settings - Write 2 regs twice, use HDMA Table $80/8ED2 8D 30 43 STA $4330 $80/8ED5 A9 21 LDA #$21 ; HDMA Destination: $2121/2 CGRAM Address/Data Register $80/8ED7 8D 31 43 STA $4331 $80/8EDA A2 8A BE LDX #$BE8A ; HDMA Table at $7E/BE8A $80/8EDD 8E 32 43 STX $4332 $80/8EE0 A9 7E LDA #$7E $80/8EE2 8D 34 43 STA $4334 $80/8EE5 A9 7E LDA #$7E ; Bytes to be transfered to CGRAM during HDMA are on Bank $7E $80/8EE7 8D 37 43 STA $4337 $80/8EEA A9 08 LDA #$08 ; Add Activation Flag for the HDMA $80/8EEC 0C B0 05 TSB $05B0 $80/8EEF A9 43 LDA #$43 ; DMA Settings - Write 2 regs twice, use HDMA Table $80/8EF1 8D 20 43 STA $4320 $80/8EF4 A9 21 LDA #$21 ; HDMA Destination: $2121/2 CGRAM Address/Data Register $80/8EF6 8D 21 43 STA $4321 $80/8EF9 A2 97 BE LDX #$BE97 ; HDMA Table at $7E/BE97 $80/8EFC 8E 22 43 STX $4322 $80/8EFF A9 7E LDA #$7E $80/8F01 8D 24 43 STA $4324 $80/8F04 A9 7E LDA #$7E ; Bytes to be transfered to CGRAM during HDMA are on Bank $7E $80/8F06 8D 27 43 STA $4327 $80/8F09 A9 04 LDA #$04 ; Add Activation Flag for the HDMA $80/8F0B 0C B0 05 TSB $05B0 $80/8F0E 60 RTS
$80/8FA8 ???
$80/8FA8 A9 43 LDA #$43 ; DMA Options: HDMA, write 2 registers twice each $80/8FAA 8D 70 43 STA $4370 $80/8FAD A9 21 LDA #$21 ; CGRAM Address (+ Data) Register (writes both twice) $80/8FAF 8D 71 43 STA $4371 $80/8FB2 A2 00 B0 LDX #$B000 ; Source Address: $7E/B000 $80/8FB5 8E 72 43 STX $4372 $80/8FB8 A9 7E LDA #$7E $80/8FBA 8D 74 43 STA $4374 $80/8FBD A9 7E LDA #$7E ; HDMA Indirect Address Bank: $7E $80/8FBF 8D 77 43 STA $4377 $80/8FC2 A9 80 LDA #$80 ; Set the bit for this DMA Channel in the HDMA activation flag buffer $80/8FC4 0C B0 05 TSB $05B0 $80/8FC7 A9 43 LDA #$43 ; DMA Options: HDMA, write 2 registers twice each $80/8FC9 8D 10 43 STA $4310 $80/8FCC A9 11 LDA #$11 ; BG3 H/V Scroll Registers $80/8FCE 8D 11 43 STA $4311 $80/8FD1 A2 A0 B0 LDX #$B0A0 ; Source Address: $7E/B0A0 $80/8FD4 8E 12 43 STX $4312 $80/8FD7 A9 7E LDA #$7E $80/8FD9 8D 14 43 STA $4314 $80/8FDC A9 00 LDA #$00 ; HDMA Indirect Address Bank: $00 $80/8FDE 8D 17 43 STA $4317 $80/8FE1 A9 02 LDA #$02 ; Set the bit for this DMA Channel in the HDMA activation flag buffer $80/8FE3 0C B0 05 TSB $05B0 $80/8FE6 A9 43 LDA #$43 ; DMA Options: HDMA, write 2 registers twice each $80/8FE8 8D 60 43 STA $4360 $80/8FEB A9 0F LDA #$0F ; BG2 H/V Scroll Registers $80/8FED 8D 61 43 STA $4361 $80/8FF0 A2 20 B0 LDX #$B020 ; Source Address: $7E/B020 $80/8FF3 8E 62 43 STX $4362 $80/8FF6 A9 7E LDA #$7E $80/8FF8 8D 64 43 STA $4364 $80/8FFB A9 00 LDA #$00 ; HDMA Indirect Address Bank: $00 $80/8FFD 8D 67 43 STA $4367 $80/9000 A9 40 LDA #$40 ; Set the bit for this DMA Channel in the HDMA activation flag buffer $80/9002 0C B0 05 TSB $05B0 $80/9005 A9 43 LDA #$43 ; DMA Options: HDMA, write 2 registers twice each $80/9007 8D 50 43 STA $4350 $80/900A A9 0D LDA #$0D ; BG1 H/V Scroll Registers $80/900C 8D 51 43 STA $4351 $80/900F A2 20 B0 LDX #$B020 ; Source Address: $7E/B020 $80/9012 8E 52 43 STX $4352 $80/9015 A9 7E LDA #$7E $80/9017 8D 54 43 STA $4354 $80/901A A9 00 LDA #$00 ; HDMA Indirect Address Bank: $00 $80/901C 8D 57 43 STA $4357 $80/901F A9 20 LDA #$20 ; Set the bit for this DMA Channel in the HDMA activation flag buffer $80/9021 0C B0 05 TSB $05B0 $80/9024 A2 00 B0 LDX #$B000 A:0020 X:B020 Y:001E P:envMxdiZC $80/9027 8E FC 16 STX $16FC [$80:16FC] A:0020 X:B000 Y:001E P:eNvMxdizC $80/902A A2 20 B0 LDX #$B020 A:0020 X:B000 Y:001E P:eNvMxdizC $80/902D 8E FE 16 STX $16FE [$80:16FE] A:0020 X:B020 Y:001E P:eNvMxdizC $80/9030 8E 00 17 STX $1700 [$80:1700] A:0020 X:B020 Y:001E P:eNvMxdizC $80/9033 A2 A0 B0 LDX #$B0A0 A:0020 X:B020 Y:001E P:eNvMxdizC $80/9036 8E 02 17 STX $1702 [$80:1702] A:0020 X:B0A0 Y:001E P:eNvMxdizC $80/9039 20 BA 96 JSR $96BA [$80:96BA] A:0020 X:B0A0 Y:001E P:eNvMxdizC $80/903C 20 4A 96 JSR $964A [$80:964A] A:1700 X:B040 Y:000C P:eNvMxdizC $80/903F EE FB 16 INC $16FB [$80:16FB] A:01A4 X:1744 Y:035C P:envMxdiZC $80/9042 60 RTS A:01A4 X:1744 Y:035C P:envMxdizC
$80/98F1 ?
$80/98F1 22 D8 84 86 JSL $8684D8[$86:84D8] A:0476 X:0021 Y:0000 P:eNvMxdIzC $80/98F5 C2 20 REP #$20 A:0000 X:007C Y:0000 P:eNvMxdIzc $80/98F7 A9 E8 03 LDA #$03E8 A:0000 X:007C Y:0000 P:eNvmxdIzc $80/98FA 8D A3 1E STA $1EA3 [$80:1EA3] A:03E8 X:007C Y:0000 P:envmxdIzc $80/98FD A9 F4 01 LDA #$01F4 A:03E8 X:007C Y:0000 P:envmxdIzc $80/9900 8F 4C BE 7E STA $7EBE4C[$7E:BE4C] A:01F4 X:007C Y:0000 P:envmxdIzc $80/9904 E2 20 SEP #$20 A:01F4 X:007C Y:0000 P:envmxdIzc $80/9906 22 10 A9 9B JSL $9BA910[$9B:A910] A:01F4 X:007C Y:0000 P:envMxdIzc $80/990A 6B RTL A:0017 X:00FF Y:0000 P:envMxdIzc
$80/9A21 Calculate the Global Cursor Position from it's Position on Map
Sorry, my language skills as well as my explanation skills are too limited to explain here how the calculation works, so you/we have to accept that it works.
What this subroutine does, is: It takes the coordinates of the cursor on the grid (you know, the Northeast-Southwest-Axis/Northwest-Southeast-coordinates) and turns it into an actual number of pixel offset.
$80/9A21 A2 3C 00 LDX #$003C ; Write Index for the second last figure (Rhomb Marker) $80/9A24 A0 3E 00 LDY #$003E ; Write Index for the last figure (Pointing Hand) $80/9A27 C2 21 REP #$21 $80/9A29 AD CA 16 LDA $16CA ; Load Width of the Map on the NE-SW-Axis(?) $80/9A2C 6D 61 00 ADC $0061 ; Add Cursor Position - NW to SE Axis $80/9A2F 38 SEC $80/9A30 ED 63 00 SBC $0063 ; Subtract Cursor Position - NE to SW Axis $80/9A33 0A ASL A ; Multiply by #$10 --- #$10 pixels per Rhomb $80/9A34 0A ASL A $80/9A35 0A ASL A $80/9A36 0A ASL A $80/9A37 9D 43 07 STA $0743,x ; Store for Rhomb Marker $80/9A3A 99 43 07 STA $0743,y ; Store for Pointing Hand $80/9A3D 38 SEC ; Set Carry (is a +1 for the next ADC-command) $80/9A3E AD CC 16 LDA $16CC ; Load Width of the Map on the NW-SE-Axis(?) $80/9A41 6D 61 00 ADC $0061 ; Add Cursor Position - NW to SE Axis + 1 $80/9A44 6D 63 00 ADC $0063 ; Add Cursor Position - NE to SW Axis $80/9A47 38 SEC $80/9A48 ED 65 00 SBC $0065 ; Subtract the (geographical) Height of the Rhomb $80/9A4B 0A ASL A ; Multiply by #$8 --- #$8 pixels per Rhomb $80/9A4C 0A ASL A $80/9A4D 0A ASL A $80/9A4E 09 07 00 ORA #$0007 ; "Add" 7 pixels $80/9A51 9D 83 07 STA $0783,x ; Store as Y-Offset for the Rhomb Marker $80/9A54 38 SEC ; Subtract #$0018 pixels - the distance between Rhomb Marker and Pointing Hand $80/9A55 E9 18 00 SBC #$0018 $80/9A58 99 83 07 STA $0783,y ; Store as Y-Offset of the Pointing Hand $80/9A5B E2 20 SEP #$20 $80/9A5D 60 RTS
$80/9ABE ?
$80/9ABE A0 00 00 LDY #$0000 A:00C9 X:0040 Y:0000 P:envMxdiZC $80/9AC1 BE 83 0E LDX $0E83,y[$80:0E83] A:00C9 X:0040 Y:0000 P:envMxdiZC $80/9AC4 30 3E BMI $3E [$9B04] A:0E00 X:FFFF Y:0014 P:eNvMxdizc $80/9AC6 BD 03 06 LDA $0603,x[$80:0605] A:00C9 X:0002 Y:0000 P:envMxdizC $80/9AC9 F0 24 BEQ $24 [$9AEF] A:0001 X:0002 Y:0000 P:envMxdizC $80/9ACB BD C3 09 LDA $09C3,x[$80:09C5] A:0001 X:0002 Y:0000 P:envMxdizC $80/9ACE 89 C0 BIT #$C0 A:00FF X:0002 Y:0000 P:eNvMxdizC $80/9AD0 F0 1D BEQ $1D [$9AEF] A:00FF X:0002 Y:0000 P:eNvMxdizC $80/9AD2 C8 INY ; Increment Load Index twice $80/9AD3 C8 INY $80/9AD4 BD 43 08 LDA $0843,x[$80:0845] A:00FF X:0002 Y:0002 P:envMxdizC $80/9AD7 F0 E8 BEQ $E8 ; [$9AC1] Do next entry if empty $80/9AD9 C2 20 REP #$20 A:0001 X:003E Y:000C P:envMxdizC $80/9ADB BD 83 0A LDA $0A83,x[$80:0AC1] A:0001 X:003E Y:000C P:envmxdizC $80/9ADE 4A LSR A ; Divide by 8 $80/9ADF 4A LSR A $80/9AE0 4A LSR A $80/9AE1 18 CLC A:0180 X:003E Y:000C P:envmxdizc $80/9AE2 7D 43 0A ADC $0A43,x[$80:0A81] A:0180 X:003E Y:000C P:envmxdizc $80/9AE5 7D 03 0A ADC $0A03,x[$80:0A41] A:03FF X:003E Y:000C P:envmxdizc $80/9AE8 9D 03 0C STA $0C03,x[$80:0C41] A:0F7E X:003E Y:000C P:envmxdizc $80/9AEB E2 20 SEP #$20 A:0F7E X:003E Y:000C P:envmxdizc $80/9AED 80 D2 BRA $D2 ; [$9AC1] Loop
- Code is missing here
$80/9B04 A0 00 00 LDY #$0000 A:0E00 X:FFFF Y:0014 P:eNvMxdizc $80/9B07 BE 83 0E LDX $0E83,y[$80:0E83] A:0E00 X:FFFF Y:0000 P:envMxdiZc $80/9B0A 10 03 BPL $03 [$9B0F] A:0E00 X:0002 Y:0000 P:envMxdizc $80/9B0C 4C 91 9B JMP $9B91 ; Exit $80/9B0F BD 43 08 LDA $0843,x[$80:0845] A:0E00 X:0002 Y:0000 P:envMxdizc $80/9B12 D0 03 BNE $03 [$9B17] A:0E00 X:0002 Y:0000 P:envMxdiZc $80/9B14 4C 8C 9B JMP $9B8C ; Increment Load Index twice and loop $80/9B17 84 00 STY $00 [$00:0000] A:0E01 X:003E Y:000A P:envMxdizc $80/9B19 86 02 STX $02 [$00:0002] A:0E01 X:003E Y:000A P:envMxdizc $80/9B1B C2 20 REP #$20 A:0E01 X:003E Y:000A P:envMxdizc $80/9B1D BD 03 0C LDA $0C03,x[$80:0C41] A:0E01 X:003E Y:000A P:envmxdizc $80/9B20 C0 00 00 CPY #$0000 A:0F7E X:003E Y:000A P:envmxdizc $80/9B23 F0 33 BEQ $33 [$9B58] A:0F7E X:003E Y:000A P:envmxdizC $80/9B25 BE 81 0E LDX $0E81,y[$80:0E8B] A:0F7E X:003E Y:000A P:envmxdizC $80/9B28 DD 03 0C CMP $0C03,x[$80:0C0F] A:0F7E X:000C Y:000A P:envmxdizC $80/9B2B 90 2B BCC $2B [$9B58] A:0F7E X:000C Y:000A P:eNvmxdizc $80/9B2D F0 29 BEQ $29 [$9B58] A:0F40 X:0012 Y:000A P:envmxdiZC
- Code is missing here
$80/9B58 BE 85 0E LDX $0E85,y[$80:0E8F] A:0F7E X:000C Y:000A P:eNvmxdizc $80/9B5B 30 2D BMI $2D ; [$9B8A] Increment Load Index twice and loop $80/9B5D DD 03 0C CMP $0C03,x[$80:0C0D] A:0F7E X:000A Y:000A P:envmxdizc $80/9B60 B0 28 BCS $28 ; [$9B8A] Increment Load Index twice and loop
- Code is missing here
$80/9B8A E2 20 SEP #$20 A:0F7E X:000A Y:000A P:envmxdizC $80/9B8C C8 INY ; Increment Load Index twice $80/9B8D C8 INY $80/9B8E 4C 07 9B JMP $9B07 ; Loop $80/9B91 60 RTS
$80/9D32 DMA Subroutine
Destination has to be set before this Subroutine is called
$80/9D32 8D 04 43 STA $4304 ; A: Source Bank (8 bit) $80/9D35 8E 02 43 STX $4302 ; X: Source Address (16 bit) $80/9D38 8C 05 43 STY $4305 ; Y: Number of Bytes to transfer $80/9D3B A9 00 LDA #$00 ; DMA options $80/9D3D 8D 00 43 STA $4300 $80/9D40 A9 01 LDA #$01 ; Activate DMA $80/9D42 8D 0B 42 STA $420B $80/9D45 60 RTS
$80/9D81 Long Jump to VRAM Clear
A: Source Bank of the Clear Byte (8 bit)
X: Source Address of the Clear Byte (16 bit)
Y: Destination VRAM Address (16 bit)
$80/9D81 8B PHB ; Buffer Program Bank $80/9D82 4B PHK ; Set $80 as Program Bank $80/9D83 AB PLB $80/9D84 20 89 9D JSR $9D89 ; VRAM Clear $80/9D87 AB PLB ; Restore Program Bank $80/9D88 6B RTL
$80/9D89 VRAM Clear
$80/9D89 8D 04 43 STA $4304 ; A: Source Bank (8 bit) $80/9D8C 8E 02 43 STX $4302 ; X: Source Address (16 bit) $80/9D8F 8C 16 21 STY $2116 ; Y: Destination VRAM Address (16 bit) $80/9D92 A9 80 LDA #$80 ; Increment after writing $2119 $80/9D94 8D 15 21 STA $2115 $80/9D97 A9 09 LDA #$09 ; FIXED TRANSFER, 16 bit Transfer $80/9D99 8D 00 43 STA $4300 $80/9D9C A9 18 LDA #$18 ; DMA Destination: $2118, VRAM $80/9D9E 8D 01 43 STA $4301 $80/9DA1 A9 01 LDA #$01 ; Activate DMA $80/9DA3 8D 0B 42 STA $420B $80/9DA6 60 RTS
$80/9DA7 Long Jump to the WRAM-Clear-DMA
$80/9DA7 20 AB 9D JSR $9DAB ; Setup of the rest of the DMA and activation $80/9DAA 6B RTL
$80/9DAB WRAM-Clear-DMA
This Subroutine is half a setup for a DMA and starts the DMA. The first half of the setup has to be done before this Subroutine gets called. A call can be found at $80/801B. This is a fixed Transfer, so it's used for Clear Up DMAs. Furthermore, due to it's construction it is fixed to WRAM addresses. Before this subroutine is called, there are additional values that are loaded into certain registers:
A: Source Bank (8 bit)
X: Source Address (16 bit)
Y: Destination WRAM Address (16 bit)
Carry Bit Set: WRAM Bank $7F / Carry Bit Clear: WRAM Bank $7E
$80/9DAB 8D 04 43 STA $4304 ; A: Source Bank (8 bit) $80/9DAE 8E 02 43 STX $4302 ; X: Source Address (16 bit) $80/9DB1 8C 81 21 STY $2181 ; Y: Destination WRAM Address (16 bit) $80/9DB4 2A ROL A ; Roll Carry-Bit in A $80/9DB5 8D 83 21 STA $2183 ; If carry bit was set: Bank $7F, if clear: $7E $80/9DB8 A9 08 LDA #$08 ; FIXED TRANSFER $80/9DBA 8D 00 43 STA $4300 $80/9DBD A9 80 LDA #$80 ; DMA to Register $2180 --> to the WRAM address previously set up $80/9DBF 8D 01 43 STA $4301 $80/9DC2 A9 01 LDA #$01 ; Activate DMA $80/9DC4 8D 0B 42 STA $420B $80/9DC7 60 RTS
$80/9DC8 Long Jump to Write Empty Tilemap in WRAM
$80/9DC8 20 CC 9D JSR $9DCC ; Write Empty Tilemap in WRAM $80/9DCB 6B RTL
$80/9DCC Write Empty Tilemap in WRAM
This subroutine is used to write the same double-byte over and over into a bigger space. This is used to write empty tilemaps in WRAM.
X contains the number of bytes to do
Y contains the destination address (the destination bank has to be set as Data Bank before this subroutine is called)
A (16-bit) contains the 16-bit value that should be written
This subroutine has to ways of doing this: Either it simply works off $20 byte in one step, or it does less if it has to do less then $20 byte. So, whatever amount you give it, it clears the big bunch in $20 byte steps first and then does the rest in the second way of doing it. The first part of the program is about distinguishing which method is to use.
This subroutine is actually quite well done: At $80/9DE4, it uses the remaining number of bytes to do which is in X as an index for a jump table, the jump table then lets the program jump right into the middle of the whole Store commands that start at $9E0D - that's the reason why it starts at $001E,y and not at $0000,y!
$80/9DCC D4 00 PEI ($00) ; Buffer $00 on stack $80/9DCE E0 21 00 CPX #$0021 ; Check if the number of bytes-to-do is more than #$20 $80/9DD1 90 0F BCC $0F ; [$9DE2] Branch if not $80/9DD3 48 PHA ; Buffer the Write-Byte $80/9DD4 A9 20 00 LDA #$0020 ; Set Number of Bytes to do in $00 $80/9DD7 85 00 STA $00 $80/9DD9 68 PLA ; Restore the Write-Byte $80/9DDA 20 0D 9E JSR $9E0D [$80:9E0D] A:0000 X:0080 Y:BDC4 P:envmxdIZC $80/9DDD E0 21 00 CPX #$0021 ; Repeat this procedure if there are still more than $20 bytes to do $80/9DE0 B0 F8 BCS $F8 ; [$9DDA] $80/9DE2 86 00 STX $00 ; Set the remaining Number of Bytes to do in $00 $80/9DE4 FC EB 9D JSR ($9DEB,x) ; Jump to the Jump Table which redirects into the part at $9E0D $80/9DE7 FA PLX ; Restore Original $00 and Exit $80/9DE8 86 00 STX $00 $80/9DEA 60 RTS
- Code is missing here
- What is missing here is most likely a list of 2-byte-long Branch Commands where the first one branches to $9E3A, the second to $9E3C...
$80/9E0D 99 1E 00 STA $001E,y ; Write the Write-Byte into it's destination $80/9E10 99 1C 00 STA $001C,y $80/9E13 99 1A 00 STA $001A,y $80/9E16 99 18 00 STA $0018,y $80/9E19 99 16 00 STA $0016,y $80/9E1C 99 14 00 STA $0014,y $80/9E1F 99 12 00 STA $0012,y $80/9E22 99 10 00 STA $0010,y $80/9E25 99 0E 00 STA $000E,y $80/9E28 99 0C 00 STA $000C,y $80/9E2B 99 0A 00 STA $000A,y $80/9E2E 99 08 00 STA $0008,y $80/9E31 99 06 00 STA $0006,y $80/9E34 99 04 00 STA $0004,y $80/9E37 99 02 00 STA $0002,y $80/9E3A 99 00 00 STA $0000,y $80/9E3D 48 PHA ; Buffer the Write-Byte $80/9E3E 8A TXA ; Decrease the number of Bytes-to-do according to the number of transfered bytes $80/9E3F 38 SEC $80/9E40 E5 00 SBC $00 $80/9E42 AA TAX $80/9E43 98 TYA ; Increase the where-to-write-address according to the number of transfered bytes $80/9E44 18 CLC $80/9E45 65 00 ADC $00 $80/9E47 A8 TAY $80/9E48 68 PLA ; Restore the Write-Byte $80/9E49 60 RTS
$80/9E7B Long Jump to Decompress Data and DMA to VRAM
A and X contain 24-bit-Address of the Compressed Data.
Y contains the VRAM Destination
$20-$22 contains a 24-bit-Address where to tempstore the decompressed Data.
$80/9E7B 8B PHB ; Preserve Data Bank $80/9E7C 4B PHK ; Change Data Bank to this $80/9E7D AB PLB $80/9E7E 20 83 9E JSR $9E83 ; Decompress Data and DMA to VRAM $80/9E81 AB PLB ; Restore Data Bank $80/9E82 6B RTL
$80/9E83 Decompress Data and DMA to VRAM
A and X contain 24-bit-Address of the Compressed Data.
Y contains the VRAM Destination
$20-$22 contains a 24-bit-Address where to tempstore the decompressed Data.
$80/9E83 5A PHY ; Push VRAM Destination on Stack $80/9E84 22 E5 F9 81 JSL $81F9E5 ; Decompress Data $80/9E88 A6 0E LDX $0E ; Load number of decompressed bytes $80/9E8A 86 0C STX $0C ; Set it as number of bytes to transfer to VRAM $80/9E8C A9 80 LDA #$80 ; VRAM transfer settings ($2115) $80/9E8E 85 0E STA $0E $80/9E90 A6 20 LDX $20 ; DMA Source Address $80/9E92 A5 22 LDA $22 ; DMA Source Bank $80/9E94 7A PLY ; VRAM Destination $80/9E95 4C 2C 9F JMP $9F2C ; VRAM DMA - it's JMP, not JSR, so here's no RTS
$80/9E85 Transfer color
This subroutine transfers a part (or all) of the CGRAM buffer to CGRAM.
A contains the CGRAM Destination
X's content doesn't matter, but gets changed during this subroutine
Y contains the number of bytes to transfer
$80/9EB5 8B PHB ; Preserve Data Bank $80/9EB6 4B PHK ; Change Data Bank to this $80/9EB7 AB PLB $80/9EB8 48 PHA ; Buffer Original A value $80/9EB9 AD 6A 05 LDA $056A ; Load $2100 Buffer $80/9EBC 0A ASL A ; Roll MSB (FBLANK Flag) in the Carry Bit $80/9EBD 68 PLA ; Restore Original A value $80/9EBE 90 24 BCC $24 ; [$9EE4] Branch if FBLANK isn't active $80/9EC0 9C 0C 42 STZ $420C ; Deactivate HDMAs $80/9EC3 8D 21 21 STA $2121 ; Original A = CGRAM Destination $80/9EC6 C2 20 REP #$20 ; 16-bit A $80/9EC8 29 FF 00 AND #$00FF ; Remove if there was something in the hidden 8-bit $80/9ECB 0A ASL A ; Multiply A by 2 (each color is 2 bytes in size) $80/9ECC 69 4B 12 ADC #$124B ; Add the Offset of the CGRAM buffer, so A contains now the WRAM address of the first color $80/9ECF AA TAX ; Transfer to X for the upcoming DMA Setup Subroutine $80/9ED0 E2 20 SEP #$20 $80/9ED2 A9 22 LDA #$22 ; DMA Destination: $(21)22 = CGRAM $80/9ED4 8D 01 43 STA $4301 $80/9ED7 A9 00 LDA #$00 ; DMA Source Bank: $00 $80/9ED9 20 32 9D JSR $9D32 ; Setup and Execute DMA to CGRAM $80/9EDC AD 86 05 LDA $0586 ; Reactivate HDMAs $80/9EDF 8D 0C 42 STA $420C $80/9EE2 80 05 BRA $05 ; [$9EE9] Exit
Code is missing here
$80/9EE9 AB PLB ; Restore Data Bank $80/9EEA 6B RTL
$80/9EEB VRAM DMA with accompanying Data Bytes
Important: Whenever and from wherever this subroutine is called, the next few bytes AFTER the JSL $809EEB is Data for this subroutine. So, the first part of this subroutine is changing the Jump-Back-Address on stack so the program does not accidentally try to interpret these data bytes as code, but skip them.
The rest is the regular VRAM DMA subroutine at $80/9F2C
The Data following this Subroutine's called are structured as follows:
2 Bytes - DMA Source Address
1 Byte - DMA Source Bank
2 Bytes - VRAM Destination Address
2 Bytes - Number of Bytes
$80/9EEB 8B PHB ; Push Program Bank $80/9EEC C2 21 REP #$21 ; 16 bit A, clear Carry $80/9EEE A3 02 LDA $02,s ; Load the address from stack, where to return when the program reaches a RTL $80/9EF0 AA TAX ; Copy it into X $80/9EF1 69 07 00 ADC #$0007 ; Add 7 to the return address - skip 7 bytes $80/9EF4 83 02 STA $02,s ; Store it back on stack $80/9EF6 E2 20 SEP #$20 ; 8 bit A $80/9EF8 A3 04 LDA $04,s ; Load the Bank Byte from the Return address $80/9EFA 48 PHA ; Set it as Program Bank for now $80/9EFB AB PLB $80/9EFC D4 0C PEI ($0C) ; Preserve current values in $0C-$0F on Stack $80/9EFE D4 0E PEI ($0E) $80/9F00 A9 80 LDA #$80 ; VRAM settings (for $2115) $80/9F02 85 0E STA $0E $80/9F04 BD 03 00 LDA $0003,x ; DMA Source Bank $80/9F07 48 PHA ; Push it on stack, it gets pulled right before the Subroutine Jump $80/9F08 C2 20 REP #$20 $80/9F0A BD 06 00 LDA $0006,x ; Number of Bytes to transfer $80/9F0D 85 0C STA $0C $80/9F0F BC 04 00 LDY $0004,x ; VRAM Destination Address $80/9F12 BD 01 00 LDA $0001,x ; DMA Source Address $80/9F15 AA TAX $80/9F16 E2 20 SEP #$20 $80/9F18 68 PLA ; Pull Source Bank $80/9F19 20 2C 9F JSR $9F2C ; VRAM DMA $80/9F1C FA PLX ; Restore old values of $0C-$0F $80/9F1D 86 0E STX $0E $80/9F1F FA PLX $80/9F20 86 0C STX $0C $80/9F22 AB PLB ; Pull Program Bank $80/9F23 6B RTL
$80/9F24 Long Jump to VRAM DMA
This jumps to the VRAM DMA subroutine, but stores the current program bank on stack and restores the old one afterwards.
$80/9F24 8B PHB $80/9F25 4B PHK $80/9F26 AB PLB $80/9F27 20 2C 9F JSR $9F2C ; VRAM DMA $80/9F2A AB PLB $80/9F2B 6B RTL
$80/9F2C VRAM DMA
This Subroutine executes an DMA to VRAM.
First it checks if currently FBLANK is active. Then it checks if a HDMA is active. If it is, it pauses the HDMA for the time the DMA gets prepared and executed. The following preparations have been made in order to make this subroutine work properly:
A contains the DMA Source Bank
X contains the DMA Source Address
Y contains the VRAM Destination Address
$0C/$0D contain the number of bytes to transfer
$0E contains the VRAM settings (for register $2115)
$80/9F2C 48 PHA ; Preserve the Original A content on Stack $80/9F2D AD 6A 05 LDA $056A ; Is currently a FBLANK active? $80/9F30 10 38 BPL $38 ; [$9F6A] branch if not - If not, don't execute the DMA NOW, but put it in Pipeline $80/9F32 68 PLA ; Restore Original A content... $80/9F33 EB XBA ; ... and put it in the other half of the Accumulator $80/9F34 AD 86 05 LDA $0586 ; Are any HDMAs active/planned? $80/9F37 F0 0D BEQ $0D ; [$9F46] If not, skip the next part - immediate execution of the DMA $80/9F39 9C 0C 42 STZ $420C ; Remove HDMA activation flags $80/9F3C 20 46 9F JSR $9F46 ; Execute the stuff you were branched to before as a subroutine now $80/9F3F AD 86 05 LDA $0586 ; ... afterwards, restore the HDMA-Flags again $80/9F42 8D 0C 42 STA $420C $80/9F45 60 RTS $80/9F46 A9 01 LDA #$01 ; DMA Settings $80/9F48 8D 00 43 STA $4300 $80/9F4B A9 18 LDA #$18 ; Destination: $2118 - VRAM $80/9F4D 8D 01 43 STA $4301 $80/9F50 EB XBA ; Restore Original A value $80/9F51 8C 16 21 STY $2116 ; Original Y Value: VRAM Address $80/9F54 8E 02 43 STX $4302 ; Original X Value: Source Address $80/9F57 8D 04 43 STA $4304 ; Original A Value: Source Bank $80/9F5A A6 0C LDX $0C ; $0C contains the number of bytes to transfer $80/9F5C 8E 05 43 STX $4305 $80/9F5F A5 0E LDA $0E ; $0E contains the VRAM transfer settings $80/9F61 8D 15 21 STA $2115 $80/9F64 A9 01 LDA #$01 ; Activate DMA $80/9F66 8D 0B 42 STA $420B $80/9F69 60 RTS $80/9F6A A3 01 LDA $01,s ; Load the last byte on stack (Original A) without removing it from stack $80/9F6C C9 7E CMP #$7E ; is the DMA source Bank $7E? $80/9F6E D0 18 BNE $18 ; [$9F88] branch if not $80/9F70 E4 5C CPX $5C ; ??? $80/9F72 90 14 BCC $14 ; [$9F88] $80/9F74 E4 5E CPX $5E ; ??? $80/9F76 B0 10 BCS $10 ; [$9F88] $80/9F78 C2 21 REP #$21 ; A = 16 bit, Carry cleared $80/9F7A 8A TXA ; DMA Source Address is now in A $80/9F7B 65 0C ADC $0C ; Add the number of Bytes transfered $80/9F7D 3A DEC A ; Decrement it by one $80/9F7E C5 5E CMP $5E ; ??? $80/9F80 90 03 BCC $03 ; [$9F85]
Code is missing here
$80/9F85 1A INC A ; ??? $80/9F86 85 5C STA $5C ; ??? $80/9F88 C2 21 REP #$21 ; A = 16 bit, Carry cleared $80/9F8A AD C5 0E LDA $0EC5 ; ??? $80/9F8D 65 0C ADC $0C ; ??? $80/9F8F 8D C5 0E STA $0EC5 ; ??? $80/9F92 DA PHX ; Push DMA Source Address from Stack $80/9F93 AD C7 0E LDA $0EC7 ; Load Number of already occupied Pipeline Slots $80/9F96 29 FF 00 AND #$00FF ; This Number is 8 bit in size $80/9F99 0A ASL A ; multiply by 2 - each pipeline entry is 2 bytes in size $80/9F9A AA TAX ; Transfer in X as Index $80/9F9B 98 TYA ; Y still held the VRAM Destination $80/9F9C 9D 49 10 STA $1049,x ; Put in Pipeline - VRAM Destination ($2116) $80/9F9F A5 0C LDA $0C $80/9FA1 9D C9 0E STA $0EC9,x ; Put in Pipeline - Data Size ($4305) $80/9FA4 68 PLA ; Get DMA Source Address (see $80/9F92) $80/9FA5 9D 89 0F STA $0F89,x ; Put in Pipeline - Source Address ($4302) $80/9FA8 E2 20 SEP #$20 $80/9FAA 68 PLA $80/9FAB 9D 0A 11 STA $110A,x ; Put in Pipeline - Source Bank ($4304) $80/9FAE A5 0E LDA $0E $80/9FB0 9D 09 11 STA $1109,x ; Put in Pipeline - VRAM Settings ($2115) $80/9FB3 EE C7 0E INC $0EC7 ; Increment Number of occupied Pipeline Slots $80/9FB6 60 RTS
$80/9FB7 Animation VRAM DMA
This subroutine is for small DMAs to the VRAM; it is used for updating Sprite Tiles (for moving animations or animated Rhombs, for example).
It checks if FBLANK is active (or the brightness is turned completely down) or not. If it is, it does a direct DMA to VRAM. If not, it adds it to a special Pipeline for these DMAs.
Y: VRAM Destination $2116
X: Source Address
A: Source Bank
$0C: Number of bytes
$80/9FB7 8B PHB ; Buffer Program Bank $80/9FB8 4B PHK ; Change Program Bank $80/9FB9 AB PLB $80/9FBA 48 PHA ; Buffer A (Source Bank) $80/9FBB AD 6A 05 LDA $056A ; $2100 Buffer - FBLANK / Screen Brightness $80/9FBE 10 34 BPL $34 ; [$9FF4] Branch if there's no FBLANK active $80/9FC0 68 PLA ; Put A where the coming subroutine can use it as Source Bank $80/9FC1 EB XBA $80/9FC2 9C 0C 42 STZ $420C ; Deactivate HDMA for now $80/9FC5 20 D0 9F JSR $9FD0 ; VRAM DMA $80/9FC8 AD 86 05 LDA $0586 ; Reactivate HDMA $80/9FCB 8D 0C 42 STA $420C $80/9FCE 80 54 BRA $54 ; [$A024] CLC, PLB, RTL
$80/9FD0 VRAM DMA
Y: VRAM Destination $2116
X: Source Address
B (hidden 8bit of A): Source Bank
$0C: Number of bytes
$80/9FD0 A9 01 LDA #$01 ; DMA Transfer style $80/9FD2 8D 00 43 STA $4300 $80/9FD5 A9 18 LDA #$18 ; DMA Destination: $2118 VRAM $80/9FD7 8D 01 43 STA $4301 $80/9FDA EB XBA ; Source Bank is in the hidden 8 bit part of Accumulator $80/9FDB 8C 16 21 STY $2116 ; Y: VRAM Destination $80/9FDE 8E 02 43 STX $4302 ; X: Source Address $80/9FE1 8D 04 43 STA $4304 ; Source Bank $80/9FE4 A6 0C LDX $0C ; Number of Bytes to transfer $80/9FE6 8E 05 43 STX $4305 $80/9FE9 A9 80 LDA #$80 ; VRAM transfer settings $80/9FEB 8D 15 21 STA $2115 $80/9FEE A9 01 LDA #$01 ; Activate DMA $80/9FF0 8D 0B 42 STA $420B $80/9FF3 60 RTS
$80/9FF4 Add Entry to Animation VRAM DMA Pipeline
X contains the DMA Source Address
Y contains the VRAM Destination
$0C contains the Number of Bytes to transfer
$80/9FF4 AD C9 11 LDA $11C9 ; Load Number of Animation VRAM DMAs $80/9FF7 1A INC A ; Increment by one $80/9FF8 29 1F AND #$1F ; ??? $80/9FFA CD CA 11 CMP $11CA ; ??? $80/9FFD F0 28 BEQ $28 ; [$A027] Exit $80/9FFF 7B TDC ; Clear 16-bit A $80/A000 AD C9 11 LDA $11C9 ; Load Number of Animation VRAM DMAs again $80/A003 C2 21 REP #$21 ; 16-bit A, Clear Carry $80/A005 DA PHX ; Push DMA Source Address on Stack $80/A006 0A ASL A ; Multiply Number of Animation VRAM DMAs by 2 $80/A007 AA TAX ; Transfer in X to use it as a store Index $80/A008 98 TYA ; Transfer VRAM Destination in A $80/A009 9D C9 10 STA $10C9,x ; Store it in Animation VRAM DMA Pipieline $80/A00C A5 0C LDA $0C ; Number of Bytes to transfer $80/A00E 9D 49 0F STA $0F49,x ; Store it in Animation VRAM DMA Pipieline $80/A011 68 PLA ; Pull DMA Source Address from Stack $80/A012 9D 09 10 STA $1009,x ; Store it in Animation VRAM DMA Pipieline $80/A015 E2 20 SEP #$20 ; 8-bit A $80/A017 68 PLA ; Pull Source Bank from Stack (Pushed at $80/9FBA) $80/A018 9D 8A 11 STA $118A,x ; Store it in Animation VRAM DMA Pipieline $80/A01B AD C9 11 LDA $11C9 ; Load Number of Animation VRAM DMAs $80/A01E 1A INC A ; Increment it $80/A01F 29 1F AND #$1F ; #$1F = Limit of Animation VRAM DMAs in Pipeline $80/A021 8D C9 11 STA $11C9 ; Store back Number of Animation VRAM DMAs $80/A024 18 CLC $80/A025 AB PLB ; Pull Original Data Bank Register $80/A026 6B RTL
$80/A0E4 Add Entry to the VRAM Read DMA Pipeline
This adds an entry to the VRAM Read DMA Pipeline.
X contains the Number of Bytes to transfer
Y contains the VRAM Address from where to load
$80/A0E4 8B PHB ; Buffer Data Bank Register on Stack $80/A0E5 4B PHK ; Set Data Bank Register to $80 $80/A0E6 AB PLB $80/A0E7 DA PHX ; Push Number of Bytes to transfer on Stack $80/A0E8 7B TDC ; Clear 16-bit A $80/A0E9 AD CE 11 LDA $11CE ; Load Number of outstanding VRAM Read DMAs $80/A0EC C9 10 CMP #$10 ; Look if the maximum of outstanding DMAs is reached $80/A0EE B0 15 BCS $15 ; [$A105] Exit if it is $80/A0F0 0A ASL A ; Multiply by 2 and use it as Store Index (each entry is 2 bytes in size) $80/A0F1 AA TAX $80/A0F2 C2 20 REP #$20 ; 16-bit A $80/A0F4 98 TYA ; Transfer the VRAM Address from where to load in A $80/A0F5 9D D0 11 STA $11D0,x ; Store VRAM Address from where to load in the Pipeline $80/A0F8 68 PLA ; Pull Number of Bytes to transfer from Stack $80/A0F9 9D F0 11 STA $11F0,x ; Store Number of Bytes to transfer in the Pipeline $80/A0FC AA TAX ; Transfer Number of Bytes to transfer back in X $80/A0FD E2 20 SEP #$20 ; Set A back to 8-bit $80/A0FF EE CE 11 INC $11CE ; Increment Number of Read DMAs to do $80/A102 9C CB 11 STZ $11CB ; Enable VRAM Read DMAs $80/A105 AB PLB ; Pull Original Data Bank Register $80/A106 6B RTL
$80/A127 Long Jump to Activate NMI and Auto-Joypad Read
$80/A127 8B PHB ; Buffer Data Bank Register on Stack $80/A128 4B PHK ; Set Bank Register as Data Bank Register $80/A129 AB PLB $80/A12A 20 2F A1 JSR $A12F ; Activate NMI and Auto-Joypad Read $80/A12D AB PLB ; Pull Original Data Bank Register $80/A12E 6B RTL
$80/A12F Activate NMI and Auto-Joypad Read
$80/A12F AD 10 42 LDA $4210 ; Load (and thus, remove) the NMI Flag $80/A132 A9 81 LDA #$81 ; Activate NMI and Auto-Joypad Read $80/A134 8D 00 42 STA $4200 $80/A137 0C AF 05 TSB $05AF ; Update Buffer accordingly $80/A13A 60 RTS
$80/A14A Long Jump to Deactivate NMI, Auto-Joypad and HDMAs
$80/A14A 8B PHB ; Buffer Data Bank Register on Stack $80/A14B 4B PHK ; Set Bank Register as Data Bank Register $80/A14C AB PLB $80/A14D 20 52 A1 JSR $A152 ; Jump to Deactivation of NMI, Auto-Joypad & HDMAs $80/A150 AB PLB ; Pull Original Data Bank Register $80/A151 6B RTL
$80/A152 Deactivate NMI, Auto-Joypad and HDMAs
$80/A152 9C 00 42 STZ $4200 ; Deactivate NMI / Auto-Joypad $80/A155 9C AF 05 STZ $05AF ; Backup for $4200? $80/A158 9C 0C 42 STZ $420C ; De-activate HDMAs $80/A15B 9C B0 05 STZ $05B0 ; Backup for $420C? $80/A15E 9C 86 05 STZ $0586 ; Backup for $420C? $80/A161 60 RTS
$80/A162 Long Jump to Enable VBLANK IRQ
$80/A162 8B PHB ; Buffer Data Bank Register on Stack $80/A163 4B PHK ; Set Bank Register as Data Bank Register $80/A164 AB PLB $80/A165 20 6A A1 JSR $A16A ; Enable VBLANK IRQ $80/A168 AB PLB ; Pull Original Data Bank Register $80/A169 6B RTL
$80/A16A Enable VBLANK IRQ
$80/A16A A9 20 LDA #$20 $80/A16C 0C AF 05 TSB $05AF $80/A16F 60 RTS
$80/A170 Long Jump to Disable IRQ
$80/A170 8B PHB ; Buffer Data Bank Register on Stack $80/A171 4B PHK ; Set Bank Register as Data Bank Register $80/A172 AB PLB $80/A173 20 78 A1 JSR $A178 ; Disable IRQ $80/A176 AB PLB ; Pull Original Data Bank Register $80/A177 6B RTL
$80/A178 Disable IRQ
$80/A178 A9 30 LDA #$30 ; TRB removes the set bits in the Accumulator from... $80/A17A 1C AF 05 TRB $05AF ; ... the value in the memory address ($05AF = $4200 Buffer) $80/A17D 60 RTS
$80/A18A Change Bank, wait for NMI and execute code built in WRAM
$80/A18A 8B PHB ; Buffer Data Bank Register on Stack $80/A18B 4B PHK ; Set Data Bank to $80 $80/A18C AB PLB $80/A18D 20 92 A1 JSR $A192 ; Wait for NMI and execute code built in WRAM $80/A190 AB PLB ; Restore Data Bank $80/A191 6B RTL
$80/A192 Wait for NMI and execute code built in WRAM
$80/A192 A9 80 LDA #$80 ; ??? (Sets bit 7 in $05BD) $80/A194 1C BD 05 TRB $05BD $80/A197 AD B9 05 LDA $05B9 ; ??? (Load Framecounter?) $80/A19A CD B9 05 CMP $05B9 ; Wait for the next NMI $80/A19D F0 FB BEQ $FB ; [$A19A]
After this, the next subroutine gets executed, too.
$80/A19F Execute code built in WRAM
$80/A19F A9 80 LDA #$80 ; ??? (Sets bit 7 in $05BD) $80/A1A1 0C BD 05 TSB $05BD $80/A1A4 22 D9 05 00 JSL $0005D9 ; Jump and execute the code built in WRAM $80/A1A8 60 RTS
$80/A1B6 Write Executable Code in WRAM
This Subroutine writes executable Code in WRAM, starting at $05D9.
It writes 22 E4 A1 80 ("JSL $80A1E4") five times one after another with a final $6B ("RTL").
$80/A1B6 8B PHB ; Buffer Data Bank Register on Stack $80/A1B7 F4 00 00 PEA $0000 ; Set Data Bank Register to $00 $80/A1BA AB PLB $80/A1BB AB PLB $80/A1BC A2 D9 05 LDX #$05D9 ; Start writing at $0005D9 $80/A1BF A0 05 00 LDY #$0005 ; ??? (Sets up some counter) $80/A1C2 A9 22 LDA #$22 ; #$22 = "JSL" $80/A1C4 9D 00 00 STA $0000,x ; Store in WRAM $80/A1C7 C2 20 REP #$20 $80/A1C9 A9 E4 A1 LDA #$A1E4 ; Store the Address $80/A1CC 9D 01 00 STA $0001,x ; Store in WRAM $80/A1CF E2 20 SEP #$20 $80/A1D1 A9 80 LDA #$80 ; Store the Bank-part of the Address $80/A1D3 9D 03 00 STA $0003,x ; Store in WRAM $80/A1D6 E8 INX ; Increment the Store Index $80/A1D7 E8 INX $80/A1D8 E8 INX $80/A1D9 E8 INX $80/A1DA 88 DEY ; Decrement loop counter $80/A1DB D0 E5 BNE $E5 ; [$A1C2] $80/A1DD A9 6B LDA #$6B ; Store the final #$6B (RTL) $80/A1DF 9D 00 00 STA $0000,x $80/A1E2 AB PLB ; Pull Original Data Bank Register $80/A1E3 6B RTL
$80/A1E4 RTL
$80/A19F can jump here (via $0005D9). A standard "do nothing, just exit right away"
$80/A1E4 6B RTL
$80/A405 Long Jump to the Tilemap Rectangle Writer
If this subroutine should be used while the program pointer is currently on a different bank
$80/A405 20 09 A4 JSR $A409 ; See below $80/A408 6B RTL
$80/A409 Tilemap Rectangle Writer
This subroutine transfers a line of tilemap entries into a rectangle inside the tilemap buffer.
$00 contains the rectangle's number of columns
$01 is used as counter for the current column
$02 contains the rectangle's number of rows
$03 is used as counter for the current row
X contains the Index to the Load Address (the Bank has to be adjusted before this subroutine is called)
Y Contains the Index where to write - the rest of the write address has to be set up in $20-$22
$80/A409 A5 02 LDA $02 ; Copy Row/Column number into counter registers that can be decremented $80/A40B 85 03 STA $03 $80/A40D A5 00 LDA $00 $80/A40F 85 01 STA $01 $80/A411 5A PHY ; Push the write index on Stack (the starting point of a new line of the rectangle) $80/A412 C2 20 REP #$20 $80/A414 BD 00 00 LDA $0000,x ; Read Byte $80/A417 C9 FF FF CMP #$FFFF ; If in the read data is a #$FFFF, it does not overwrite that tile $80/A41A F0 02 BEQ $02 ; [$A41E] Leave out the write command if $80/A41C 97 20 STA [$20],y ; Write into the Tilemap Buffer $80/A41E E2 20 SEP #$20 $80/A420 E8 INX ; Increment Read & Write Index $80/A421 E8 INX $80/A422 C8 INY $80/A423 C8 INY $80/A424 C6 01 DEC $01 ; Decrement column/(=tile) counter $80/A426 D0 EA BNE $EA ; [$A412] Loop if not all tiles in that row are done yet $80/A428 C2 21 REP #$21 ; 16-bit A + Clear Carry $80/A42A 68 PLA ; Pull the starting point of the rectangle's new line from stack $80/A42B 69 40 00 ADC #$0040 ; Add #$40 - move one line down $80/A42E A8 TAY ; Transfer new starting point into Y (so it can be used + Pushed on stack again) $80/A42F E2 20 SEP #$20 $80/A431 C6 03 DEC $03 ; Decrement Row Counter $80/A433 D0 D8 BNE $D8 ; [$A40D] Loop if not all rows are done yet $80/A435 60 RTS
$80/A50F Divide X by A
$80/A50F C9 00 01 CMP #$0100 ; Check if Divisor is actually 8-bit $80/A512 90 1E BCC $1E ; [$A532] Branch if it is
- code is missing here
$80/A532 8E 04 42 STX $4204 ; Set X as Dividend $80/A535 E2 20 SEP #$20 ; A = 8-bit $80/A537 8D 06 42 STA $4206 ; Set A as Divisor / START CALCULATION $80/A53A C2 20 REP #$20 ; A = 16-bit $80/A53C 0B PHD ; Waste time till the result is there $80/A53D 2B PLD $80/A53E EA NOP $80/A53F EA NOP $80/A540 AD 14 42 LDA $4214 ; Load the 16-bit result in A $80/A543 60 RTS
$80/A54C Multiply $00/1 and $04/5
This multiplies two 16-bit numbers in $00/1 and $04/5. This multiplication is separated in four 8bit by 8bit multiplications:
$00 * $04 $00 * $05 $01 * $04 $01 * $05
The result will be stored $00-3.
X/Y don't get changed, $04/5 don't get changed.
$80/A54C DA PHX ; Buffer X on Stack $80/A54D A5 00 LDA $00 ; Load $00/1 in 16-bit A $80/A54F E2 20 SEP #$20 ; 8-bit A $80/A551 8D 02 42 STA $4202 ; Store in Multiplicand Register $80/A554 A5 04 LDA $04 ; Store $04 in second Multiplicand Register $80/A556 8D 03 42 STA $4203 ; FIRST MULTIPLICATION: $00 * $04 $80/A559 64 02 STZ $02 ; Clear Result High Bytes $80/A55B 64 03 STZ $03 $80/A55D A5 05 LDA $05 ; Load $05 (for second Multiplication) $80/A55F AE 16 42 LDX $4216 ; Load 1st Multiplication 16-bit Result $80/A562 8D 03 42 STA $4203 ; SECOND MULTIPLICATION: $00 * $05 $80/A565 86 00 STX $00 ; Store first result in the Result Low Byte Registers $80/A567 EB XBA ; Exchange A and B (A contains now the byte from Original $01) $80/A568 EA NOP $80/A569 AE 16 42 LDX $4216 ; Load 2nd Multiplication 16-bit Result $80/A56C 8D 02 42 STA $4202 ; Store Original $01 in Multiplicand Register $80/A56F A5 04 LDA $04 ; Store $04 in second Multiplicand Register $80/A571 8D 03 42 STA $4203 ; THIRD MULTIPLICATION: $01 * $04 $80/A574 C2 21 REP #$21 ; 16-bit A, Clear Carry $80/A576 8A TXA ; Transfer 2nd Result in A $80/A577 65 01 ADC $01 ; Add it to the 1st Result... $80/A579 85 01 STA $01 ; ... and store it $80/A57B E2 20 SEP #$20 ; 8-bit A $80/A57D A5 05 LDA $05 ; Load $05 for fourth Multiplication $80/A57F AE 16 42 LDX $4216 ; Load 3rd Multiplication 16-bit Result $80/A582 8D 03 42 STA $4203 ; FOURTH MULTIPLICATION: $01 * $05 $80/A585 C2 21 REP #$21 ; 16-bit A, Clear Carry $80/A587 8A TXA ; Transfer 3rd Result in A $80/A588 65 01 ADC $01 ; Add it to the 1st & 2nd Result... $80/A58A 85 01 STA $01 ; ... and store it $80/A58C E2 20 SEP #$20 ; 8-bit A $80/A58E 90 02 BCC $02 ; [$A592] Branch if there was no Carry from the last Addition
- Code is missing here
$80/A592 C2 21 REP #$21 ; 16-bit A, Clear Carry $80/A594 AD 16 42 LDA $4216 ; Load 4th Multiplication 16-bit Result $80/A597 65 02 ADC $02 ; Add it to the other Results... $80/A599 85 02 STA $02 ; ... and store it $80/A59B FA PLX ; Restore X from Stack $80/A59C 60 RTS
$80/A59D Multiply $04-7 and $00-3
This is executed with 16-bit A.
This subroutine multiplies two 32-bit numbers (in $00-$03 and $04-$07) and stores the result in $04-$0B.
It does so by using four times the subroutine that calculates 32-bit results from multiplications of two 16-bit values. These four multiplications of partial values are in this order:
$06/7 * $02/3 $04/5 * $02/3 $06/7 * $00/1 $04/5 * $00/1
It begins with the highest bytes, so it can replace the values in $04-$07.
$80/A59D 8B PHB ; Buffer Data Bank Register on Stack $80/A59E 4B PHK ; Set Data Bank Register to $80 $80/A59F AB PLB $80/A5A0 DA PHX ; Buffer X and Y on Stack $80/A5A1 5A PHY $80/A5A2 D4 00 PEI ($00) ; Buffer $00/1 on Stack $80/A5A4 A6 04 LDX $04 [$00:0004] A:0000 X:000C Y:0001 P:eNvmxdizc $80/A5A6 A4 06 LDY $06 [$00:0006] A:0000 X:0003 Y:0001 P:envmxdizc $80/A5A8 A5 02 LDA $02 [$00:0002] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5AA 85 04 STA $04 [$00:0004] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5AC 84 00 STY $00 [$00:0000] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5AE 20 4C A5 JSR $A54C ; Multiply $00/1 and $04/5 $80/A5B1 A5 00 LDA $00 [$00:0000] A:0000 X:0003 Y:0000 P:envmxdizc $80/A5B3 85 08 STA $08 [$00:0008] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5B5 A5 02 LDA $02 [$00:0002] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5B7 85 0A STA $0A [$00:000A] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5B9 86 00 STX $00 [$00:0000] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5BB 20 4C A5 JSR $A54C ; Multiply $00/1 and $04/5 $80/A5BE A5 00 LDA $00 [$00:0000] A:0000 X:0003 Y:0000 P:envmxdizc $80/A5C0 85 06 STA $06 [$00:0006] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5C2 A5 02 LDA $02 [$00:0002] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5C4 18 CLC A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5C5 65 08 ADC $08 [$00:0008] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5C7 85 08 STA $08 [$00:0008] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5C9 7B TDC A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5CA 65 0A ADC $0A [$00:000A] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5CC 85 0A STA $0A [$00:000A] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5CE 68 PLA A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5CF 85 04 STA $04 [$00:0004] A:0009 X:0003 Y:0000 P:envmxdizc $80/A5D1 84 00 STY $00 [$00:0000] A:0009 X:0003 Y:0000 P:envmxdizc $80/A5D3 20 4C A5 JSR $A54C ; Multiply $00/1 and $04/5 $80/A5D6 A5 00 LDA $00 [$00:0000] A:0000 X:0003 Y:0000 P:envmxdizc $80/A5D8 18 CLC A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5D9 65 06 ADC $06 [$00:0006] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5DB 85 06 STA $06 [$00:0006] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5DD A5 02 LDA $02 [$00:0002] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5DF 65 08 ADC $08 [$00:0008] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5E1 85 08 STA $08 [$00:0008] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5E3 7B TDC A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5E4 65 0A ADC $0A [$00:000A] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5E6 85 0A STA $0A [$00:000A] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5E8 86 00 STX $00 [$00:0000] A:0000 X:0003 Y:0000 P:envmxdiZc $80/A5EA 20 4C A5 JSR $A54C ; Multiply $00/1 and $04/5 $80/A5ED A5 00 LDA $00 [$00:0000] A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A5EF 85 04 STA $04 [$00:0004] A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A5F1 A5 02 LDA $02 [$00:0002] A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A5F3 18 CLC A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A5F4 65 06 ADC $06 [$00:0006] A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A5F6 85 06 STA $06 [$00:0006] A:0654 X:0000 Y:00B4 P:envmxdizc $80/A5F8 7B TDC A:0654 X:0000 Y:00B4 P:envmxdizc $80/A5F9 65 08 ADC $08 [$00:0008] A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A5FB 85 08 STA $08 [$00:0008] A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A5FD 7B TDC A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A5FE 65 0A ADC $0A [$00:000A] A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A600 85 0A STA $0A [$00:000A] A:0000 X:0000 Y:00B4 P:envmxdiZc $80/A602 7A PLY ; Restore Original X and Y from Stack $80/A603 FA PLX $80/A604 AB PLB ; Restore Data Bank Register from Stack $80/A605 60 RTS
$80/A606 ?
$80/A606 8B PHB ; Buffer Data Bank Register on Stack $80/A607 4B PHK ; Set Data Bank Register to $80 $80/A608 AB PLB $80/A609 20 0E A6 JSR $A60E ; ??? $80/A60C AB PLB ; Restore Data Bank Register from Stack $80/A60D 6B RTL
$80/A60E ?
Notes to crack the use of this subroutine:
This has a case decider at its beginning
I think $08 and $00 contain a flag value in the beginning, and it might be that $00 is a start value and $08 is the end value?
$80/A60E A5 08 LDA $08 [$00:0008] A:00C0 X:000C Y:0001 P:envmxdizc $80/A610 F0 36 BEQ $36 [$A648] A:00C0 X:000C Y:0001 P:envmxdizc $80/A612 A5 02 LDA $02 [$00:0002] A:00C0 X:000C Y:0001 P:envmxdizc $80/A614 D0 0E BNE $0E [$A624] A:0060 X:000C Y:0001 P:envmxdizc $80/A616 A5 00 LDA $00 [$00:0000] A:0000 X:3300 Y:0014 P:envmxdiZC $80/A618 F0 38 BEQ $38 [$A652] A:3600 X:3300 Y:0014 P:envmxdizC $80/A61A A9 01 00 LDA #$0001 ; Setup loop counters in $04/5 and $06/7 $80/A61D 85 04 STA $04 ; ($04/5 gets ROLed at $80/A642, so: 16 loops) $80/A61F 64 06 STZ $06 ; ($06/7 gets ROLed at $80/A635, so: 16 loops) $80/A621 7B TDC ; Clear 16-bit A $80/A622 80 15 BRA $15 [$A639] A:0000 X:3300 Y:0014 P:envmxdiZC $80/A624 A9 01 00 LDA #$0001 ; Setup loop counters in $04/5 and $06/7 $80/A627 85 04 STA $04 ; ($04/5 gets ROLed at $80/A642, so: 16 loops) $80/A629 85 06 STA $06 ; ($06/7 gets ROLed at $80/A635, so: 16 loops) $80/A62B 7B TDC ; Clear 16-bit A $80/A62C 06 02 ASL $02 [$00:0002] A:0000 X:000C Y:0001 P:envmxdiZc $80/A62E 2A ROL A A:0000 X:000C Y:0001 P:envmxdizc $80/A62F C5 08 CMP $08 [$00:0008] A:0000 X:000C Y:0001 P:envmxdiZc $80/A631 90 02 BCC $02 [$A635] A:0000 X:000C Y:0001 P:eNvmxdizc
- Code is missing here
$80/A635 26 06 ROL $06 [$00:0006] A:0000 X:000C Y:0001 P:eNvmxdizc $80/A637 90 F3 BCC $F3 [$A62C] A:0000 X:000C Y:0001 P:envmxdizc $80/A639 06 00 ASL $00 [$00:0000] A:0060 X:000C Y:0001 P:envmxdiZC $80/A63B 2A ROL A A:0060 X:000C Y:0001 P:envmxdiZc $80/A63C C5 08 CMP $08 [$00:0008] A:00C0 X:000C Y:0001 P:envmxdizc $80/A63E 90 02 BCC $02 [$A642] A:00C0 X:000C Y:0001 P:envmxdiZC $80/A640 E5 08 SBC $08 [$00:0008] A:00C0 X:000C Y:0001 P:envmxdiZC $80/A642 26 04 ROL $04 ; ROL Loop counter $80/A644 90 F3 BCC $F3 ; [$A639] Loop if Exit-Flag was not ROLed out of $04/05 $80/A646 80 0F BRA $0F ; [$A657] Else, exit
- Code is missing here
$80/A657 60 RTS
$80/A65C ?
$80/A65C DA PHX A:0140 X:0000 Y:0000 P:envmxdizC $80/A65D 5A PHY A:0140 X:0000 Y:0000 P:envmxdizC $80/A65E A9 01 00 LDA #$0001 A:0140 X:0000 Y:0000 P:envmxdizC $80/A661 85 10 STA $10 [$00:0010] A:0001 X:0000 Y:0000 P:envmxdizC $80/A663 85 12 STA $12 [$00:0012] A:0001 X:0000 Y:0000 P:envmxdizC $80/A665 85 14 STA $14 [$00:0014] A:0001 X:0000 Y:0000 P:envmxdizC $80/A667 85 16 STA $16 [$00:0016] A:0001 X:0000 Y:0000 P:envmxdizC $80/A669 A0 00 00 LDY #$0000 A:0001 X:0000 Y:0000 P:envmxdizC $80/A66C 06 06 ASL $06 [$00:0006] A:0001 X:0000 Y:0000 P:envmxdiZC $80/A66E 98 TYA A:0001 X:0000 Y:0000 P:envmxdiZc $80/A66F 2A ROL A A:0000 X:0000 Y:0000 P:envmxdiZc $80/A670 A8 TAY A:0000 X:0000 Y:0000 P:envmxdiZc $80/A671 38 SEC A:0000 X:0000 Y:0000 P:envmxdiZc $80/A672 E5 08 SBC $08 [$00:0008] A:0000 X:0000 Y:0000 P:envmxdiZC $80/A674 AA TAX A:0000 X:0000 Y:0000 P:envmxdiZC $80/A675 7B TDC A:0000 X:0000 Y:0000 P:envmxdiZC $80/A676 E5 0A SBC $0A [$00:000A] A:0000 X:0000 Y:0000 P:envmxdiZC $80/A678 90 01 BCC $01 [$A67B] A:FEC0 X:0000 Y:0000 P:eNvmxdizc
- code is missing here
$80/A67B 26 16 ROL $16 [$00:0016] A:FEC0 X:0000 Y:0000 P:eNvmxdizc $80/A67D 90 ED BCC $ED [$A66C] A:FEC0 X:0000 Y:0000 P:envmxdizc $80/A67F 06 04 ASL $04 [$00:0004] A:FEC0 X:0000 Y:0000 P:envmxdiZC $80/A681 98 TYA A:FEC0 X:0000 Y:0000 P:envmxdizc $80/A682 2A ROL A A:0000 X:0000 Y:0000 P:envmxdiZc $80/A683 A8 TAY A:0000 X:0000 Y:0000 P:envmxdiZc $80/A684 26 06 ROL $06 [$00:0006] A:0000 X:0000 Y:0000 P:envmxdiZc $80/A686 38 SEC A:0000 X:0000 Y:0000 P:envmxdiZc $80/A687 E5 08 SBC $08 [$00:0008] A:0000 X:0000 Y:0000 P:envmxdiZC $80/A689 AA TAX A:0000 X:0000 Y:0000 P:envmxdiZC $80/A68A A5 06 LDA $06 [$00:0006] A:0000 X:0000 Y:0000 P:envmxdiZC $80/A68C E5 0A SBC $0A [$00:000A] A:0000 X:0000 Y:0000 P:envmxdiZC $80/A68E 90 03 BCC $03 [$A693] A:FEC0 X:0000 Y:0000 P:eNvmxdizc
- code is missing here
$80/A693 26 14 ROL $14 [$00:0014] A:FEC0 X:0000 Y:0000 P:eNvmxdizc $80/A695 90 E8 BCC $E8 [$A67F] A:FEC0 X:0000 Y:0000 P:envmxdizc $80/A697 06 02 ASL $02 [$00:0002] A:FEC0 X:0030 Y:0030 P:envmxdiZC $80/A699 98 TYA A:FEC0 X:0030 Y:0030 P:envmxdiZc $80/A69A 2A ROL A A:0030 X:0030 Y:0030 P:envmxdizc $80/A69B A8 TAY A:0060 X:0030 Y:0030 P:envmxdizc $80/A69C 26 06 ROL $06 [$00:0006] A:0060 X:0030 Y:0060 P:envmxdizc $80/A69E 38 SEC A:0060 X:0030 Y:0060 P:envmxdiZc $80/A69F E5 08 SBC $08 [$00:0008] A:0060 X:0030 Y:0060 P:envmxdiZC $80/A6A1 AA TAX A:0060 X:0030 Y:0060 P:envmxdizC $80/A6A2 A5 06 LDA $06 [$00:0006] A:0060 X:0060 Y:0060 P:envmxdizC $80/A6A4 E5 0A SBC $0A [$00:000A] A:0000 X:0060 Y:0060 P:envmxdiZC $80/A6A6 90 03 BCC $03 [$A6AB] A:FEC0 X:0060 Y:0060 P:eNvmxdizc $80/A6A8 85 06 STA $06 [$00:0006] A:0180 X:0000 Y:0000 P:envmxdizC $80/A6AA 9B TXY A:0180 X:0000 Y:0000 P:envmxdizC $80/A6AB 26 12 ROL $12 [$00:0012] A:FEC0 X:0060 Y:0060 P:eNvmxdizc $80/A6AD 90 E8 BCC $E8 [$A697] A:FEC0 X:0060 Y:0060 P:envmxdizc $80/A6AF 06 00 ASL $00 [$00:0000] A:FEF0 X:0000 Y:0000 P:envmxdiZC $80/A6B1 98 TYA A:FEF0 X:0000 Y:0000 P:envmxdiZc $80/A6B2 2A ROL A A:0000 X:0000 Y:0000 P:envmxdiZc $80/A6B3 A8 TAY A:0000 X:0000 Y:0000 P:envmxdiZc $80/A6B4 26 06 ROL $06 [$00:0006] A:0000 X:0000 Y:0000 P:envmxdiZc $80/A6B6 38 SEC A:0000 X:0000 Y:0000 P:envmxdizc $80/A6B7 E5 08 SBC $08 [$00:0008] A:0000 X:0000 Y:0000 P:envmxdizC $80/A6B9 AA TAX A:0000 X:0000 Y:0000 P:envmxdiZC $80/A6BA A5 06 LDA $06 [$00:0006] A:0000 X:0000 Y:0000 P:envmxdiZC $80/A6BC E5 0A SBC $0A [$00:000A] A:0060 X:0000 Y:0000 P:envmxdizC $80/A6BE 90 03 BCC $03 [$A6C3] A:FF20 X:0000 Y:0000 P:eNvmxdizc $80/A6C3 26 10 ROL $10 [$00:0010] A:FF20 X:0000 Y:0000 P:eNvmxdizc $80/A6C5 90 E8 BCC $E8 [$A6AF] A:FF20 X:0000 Y:0000 P:envmxdizc $80/A6C0 85 06 STA $06 [$00:0006] A:0040 X:0000 Y:0000 P:envmxdizC $80/A6C2 9B TXY A:0040 X:0000 Y:0000 P:envmxdizC $80/A6C7 7A PLY A:FF40 X:0000 Y:0000 P:envmxdizC $80/A6C8 FA PLX A:FF40 X:0000 Y:0000 P:envmxdiZC $80/A6C9 60 RTS A:FF40 X:0000 Y:0000 P:envmxdiZC
$80/A86F ?
$80/A86F 8B PHB ; Buffer Data Bank Register on Stack $80/A870 4B PHK ; Set Data Bank to $80 $80/A871 AB PLB $80/A872 DA PHX ; Buffer X on Stack $80/A873 D4 00 PEI ($00) ; Buffer $00-3 on Stack $80/A875 D4 02 PEI ($02) $80/A877 20 4C A5 JSR $A54C ; Multiply $00/1 and $04/5 $80/A87A 20 0E A6 JSR $A60E [$80:A60E] A:0000 X:1758 Y:000A P:envmxdizc $80/A87D FA PLX ; Restore Buffered Values of $00-3 $80/A87E 86 02 STX $02 $80/A880 FA PLX $80/A881 86 00 STX $00 $80/A883 FA PLX ; Restore Buffered Value of X $80/A884 AB PLB ; Restore Data Bank $80/A885 6B RTL
$80/A886 ?
This is executed with 16-bit A.
$80/A886 A0 00 00 LDY #$0000 A:00C0 X:000C Y:000C P:envmxdizc $80/A889 A5 02 LDA $02 ; $00-3 contain a number that gets multiplied $80/A88B 10 0C BPL $0C ; [$A899] Check if MSB is set (negative number?)
- Code is missing here
$80/A899 A5 06 LDA $06 ; $04-7 contain a number that gets multiplied $80/A89B 10 0C BPL $0C ; [$A8A9] Check if MSB is set (negative number?)
- Code is missing here
$80/A8A9 A5 0A LDA $0A [$00:000A] A:00B8 X:000C Y:0000 P:envmxdizc $80/A8AB 10 0C BPL $0C [$A8B9] A:00C0 X:000C Y:0000 P:envmxdizc
- Code is missing here
$80/A8B9 D4 08 PEI ($08) ; Buffer $08-$0B $80/A8BB D4 0A PEI ($0A) $80/A8BD 20 9D A5 JSR $A59D ; Multiply $04-7 and $00-3 $80/A8C0 A5 04 LDA $04 ; Transfer the 64-bit Multiplication Result from $04-B to $00-7 $80/A8C2 85 00 STA $00 $80/A8C4 A5 06 LDA $06 $80/A8C6 85 02 STA $02 $80/A8C8 A5 08 LDA $08 $80/A8CA 85 04 STA $04 $80/A8CC A5 0A LDA $0A $80/A8CE 85 06 STA $06 $80/A8D0 68 PLA ; Restore $08-$0B $80/A8D1 85 0A STA $0A $80/A8D3 68 PLA $80/A8D4 85 08 STA $08 $80/A8D6 20 5C A6 JSR $A65C [$80:A65C] A:0000 X:000C Y:0000 P:envmxdiZc $80/A8D9 98 TYA A:FF94 X:000C Y:0000 P:envmxdizC $80/A8DA 4A LSR A A:0000 X:000C Y:0000 P:envmxdiZC $80/A8DB 90 0A BCC $0A [$A8E7] A:0000 X:000C Y:0000 P:envmxdiZc
- Code is missing here
$80/A8E7 6B RTL A:0000 X:000C Y:0000 P:envmxdiZc
$80/A8F0 Calculate the Square Number of A
The Result will be in A; A will contain a 16-bit result, but the Status Register Flags will be set for an 8-bit Accumulator.
$80/A8F0 8D 02 42 STA $4202 ; Store A as the first Multiplicand... $80/A8F3 8D 03 42 STA $4203 ; ... and as the second one, too $80/A8F6 EA NOP ; Wait for the multiplication result $80/A8F7 EA NOP $80/A8F8 EA NOP $80/A8F9 C2 20 REP #$20 ; A = 16 bit $80/A8FB AD 16 42 LDA $4216 ; Load the Result in A $80/A8FE E2 20 SEP #$20 ; A = 8 bit again $80/A900 60 RTS
$80/A901 Calculate the Square Number of 16-bit A
This subroutine calculates the Square Number of the 16-bit value in A. If A contains a really big value, the result could easily be outmax the 16-bit storage of A, so this subroutine does three calculations (Low Byte * Low Byte, High Byte * Low Byte * 2, High Byte * High Byte) and fits this all together to one big 32-bit number in registers $00-$03.
$80/A901 8B PHB ; Buffer Data Bank on Stack $80/A902 4B PHK ; Set Data Bank to $80 $80/A903 AB PLB $80/A904 DA PHX ; Buffer X on Stack $80/A905 E2 20 SEP #$20 ; 8-bit A $80/A907 8D 02 42 STA $4202 ; Calculate the Square Number of A's Low Byte $80/A90A 8D 03 42 STA $4203 $80/A90D 64 02 STZ $02 ; Clear $02/03 $80/A90F 64 03 STZ $03 $80/A911 EB XBA ; exchange the 8-bits in A $80/A912 AE 16 42 LDX $4216 ; $00 = (A's Low Byte)² $80/A915 86 00 STX $00 $80/A917 8D 03 42 STA $4203 ; Multiply the Original A High Byte with the Low byte $80/A91A AA TAX ; X = A's High Byte $80/A91B C2 20 REP #$20 ; 16-bit A $80/A91D AD 16 42 LDA $4216 ; Load the Result of High Byte * Low Byte $80/A920 0A ASL A ; Multiply it by two $80/A921 08 PHP ; Buffer Status Register (i. e. the possibly Set Carry of the ASL A) $80/A922 18 CLC ; Clear Carry for upcoming Addition $80/A923 65 01 ADC $01 ; Add the High Byte of the Result of (A's Low Byte)² $80/A925 85 01 STA $01 ; Store the result in $01/2 $80/A927 7B TDC ; Clear A $80/A928 2A ROL A ; Clear Carry $80/A929 28 PLP ; Restore Status Register (and possibly set carry) $80/A92A E2 20 SEP #$20 ; 8-bit A $80/A92C 69 00 ADC #$00 ; Transfer the Carry in A, if it was set $80/A92E 85 03 STA $03 ; Store it in $03 $80/A930 8A TXA ; A = Original High Byte $80/A931 8D 02 42 STA $4202 ; (Original High Byte)² $80/A934 8D 03 42 STA $4203 $80/A937 FA PLX ; Restore Original X $80/A938 C2 21 REP #$21 ; 16-bit A, Clear Carry $80/A93A A5 02 LDA $02 ; Load the Highest two Byte of the 32-bit Result $80/A93C 6D 16 42 ADC $4216 ; Add the Multiplication Result = (Original High Byte)² $80/A93F 85 02 STA $02 ; Store Result $80/A941 AB PLB ; Restore Data Bank $80/A942 6B RTL
$80/ABA9 ?
$80/ABA9 8B PHB ; Buffer Data Bank on Stack $80/ABAA 4B PHK ; Set Data Bank to $80 $80/ABAB AB PLB $80/ABAC DA PHX ; Buffer X and Y on Stack $80/ABAD 5A PHY $80/ABAE D4 00 PEI ($00) ; Buffer $00-7 on Stack $80/ABB0 D4 02 PEI ($02) $80/ABB2 D4 04 PEI ($04) $80/ABB4 D4 06 PEI ($06) $80/ABB6 C9 02 00 CMP #$0002 A:0024 X:003C Y:0000 P:eNvmxdizc $80/ABB9 90 31 BCC $31 ; [$ABEC] Exit if less than #$0002 $80/ABBB 48 PHA A:0024 X:003C Y:0000 P:envmxdizC $80/ABBC A0 FC FF LDY #$FFFC A:0024 X:003C Y:0000 P:envmxdizC $80/ABBF 80 03 BRA $03 [$ABC4] A:0024 X:003C Y:FFFC P:eNvmxdizC $80/ABC1 4A LSR A A:0392 X:3300 Y:FFFC P:envmxdizC $80/ABC2 4A LSR A A:01C9 X:3300 Y:FFFC P:envmxdizc $80/ABC3 C8 INY A:00E4 X:3300 Y:FFFC P:envmxdizC $80/ABC4 C9 00 01 CMP #$0100 A:0024 X:003C Y:FFFC P:eNvmxdizC $80/ABC7 B0 F8 BCS $F8 [$ABC1] A:0024 X:003C Y:FFFC P:eNvmxdizc $80/ABC9 1A INC A A:0024 X:003C Y:FFFC P:eNvmxdizc $80/ABCA 0A ASL A A:0025 X:003C Y:FFFC P:envmxdizc $80/ABCB AA TAX A:004A X:003C Y:FFFC P:envmxdizc $80/ABCC BD A7 A9 LDA $A9A7,x[$80:A9F1] A:004A X:004A Y:FFFC P:envmxdizc $80/ABCF C0 00 00 CPY #$0000 A:6152 X:004A Y:FFFC P:envmxdizc $80/ABD2 F0 04 BEQ $04 [$ABD8] A:6152 X:004A Y:FFFC P:eNvmxdizC $80/ABD4 4A LSR A A:6152 X:004A Y:FFFC P:eNvmxdizC $80/ABD5 C8 INY A:30A9 X:004A Y:FFFC P:envmxdizc $80/ABD6 D0 FC BNE $FC [$ABD4] A:30A9 X:004A Y:FFFD P:eNvmxdizc $80/ABD8 EB XBA A:0615 X:004A Y:0000 P:envmxdiZc $80/ABD9 29 FF 00 AND #$00FF A:1506 X:004A Y:0000 P:envmxdizc $80/ABDC FA PLX A:0006 X:004A Y:0000 P:envmxdizc $80/ABDD 85 06 STA $06 [$00:0006] A:0006 X:0024 Y:0000 P:envmxdizc $80/ABDF 20 0F A5 JSR $A50F ; Divide X by A, Result is in A $80/ABE2 18 CLC A:0006 X:0024 Y:0000 P:envmxdizc $80/ABE3 65 06 ADC $06 [$00:0006] A:0006 X:0024 Y:0000 P:envmxdizc $80/ABE5 4A LSR A A:000C X:0024 Y:0000 P:envmxdizc $80/ABE6 C5 06 CMP $06 [$00:0006] A:0006 X:0024 Y:0000 P:envmxdizc $80/ABE8 90 F3 BCC $F3 [$ABDD] A:0006 X:0024 Y:0000 P:envmxdiZC $80/ABEA A5 06 LDA $06 [$00:0006] A:0006 X:0024 Y:0000 P:envmxdiZC $80/ABEC 7A PLY ; Restore Buffered values of $00-7 $80/ABED 84 06 STY $06 $80/ABEF 7A PLY $80/ABF0 84 04 STY $04 $80/ABF2 7A PLY $80/ABF3 84 02 STY $02 $80/ABF5 7A PLY $80/ABF6 84 00 STY $00 $80/ABF8 7A PLY ; Restore Buffered Y $80/ABF9 FA PLX ; Restore Buffered Y $80/ABFA AB PLB ; Restore Data Bank $80/ABFB 6B RTL
$80/AD39 RNG?
$80/AD39 DA PHX A:0004 X:0004 Y:000A P:envMxdizc $80/AD3A 5A PHY A:0004 X:0004 Y:000A P:envMxdizc $80/AD3B 08 PHP A:0004 X:0004 Y:000A P:envMxdizc $80/AD3C E2 11 SEP #$11 A:0004 X:0004 Y:000A P:envMxdizc $80/AD3E AE 11 12 LDX $1211 [$80:1211] A:0004 X:0004 Y:000A P:envMXdizC $80/AD41 AC 10 12 LDY $1210 [$80:1210] A:0004 X:0018 Y:000A P:envMXdizC $80/AD44 BD 12 12 LDA $1212,x[$80:122A] A:0004 X:0018 Y:0030 P:envMXdizC $80/AD47 F9 12 12 SBC $1212,y[$80:1242] A:00A4 X:0018 Y:0030 P:eNvMXdizC $80/AD4A 99 12 12 STA $1212,y[$80:1242] A:0015 X:0018 Y:0030 P:envMXdizC $80/AD4D E8 INX A:0015 X:0018 Y:0030 P:envMXdizC $80/AD4E E0 37 CPX #$37 A:0015 X:0019 Y:0030 P:envMXdizC $80/AD50 D0 02 BNE $02 [$AD54] A:0015 X:0019 Y:0030 P:eNvMXdizc $80/AD54 8E 11 12 STX $1211 [$80:1211] A:0015 X:0019 Y:0030 P:eNvMXdizc $80/AD57 C8 INY A:0015 X:0019 Y:0030 P:eNvMXdizc $80/AD58 C0 37 CPY #$37 A:0015 X:0019 Y:0031 P:envMXdizc $80/AD5A D0 02 BNE $02 [$AD5E] A:0015 X:0019 Y:0031 P:eNvMXdizc $80/AD5E 8C 10 12 STY $1210 [$80:1210] A:0015 X:0019 Y:0031 P:eNvMXdizc $80/AD61 28 PLP A:0015 X:0019 Y:0031 P:eNvMXdizc $80/AD62 7A PLY A:0015 X:0019 Y:0031 P:envMxdizc $80/AD63 FA PLX A:0015 X:0019 Y:000A P:envMxdizc $80/AD64 60 RTS A:0015 X:0004 Y:000A P:envMxdizc
$80/ADCB Calculate Address in Tilemap
This seems to be about calculation of an Address in a Tilemap. You put the number of a tile's row number in A and the columns number in X, and it calculates the actual offset for it. The mathmatical formula is:
New A and New X = Old A * #$40 + Old X
$80/ADCB DA PHX ; Push the Column number on stack for now $80/ADCC C2 20 REP #$20 ; Make Accumuleta great again $80/ADCE 29 FF 00 AND #$00FF ; Remove whatever was still in the hidden 8-bit of the Accumulator $80/ADD1 EB XBA ; A * #$40 (sixty-four) $80/ADD2 4A LSR A $80/ADD3 4A LSR A $80/ADD4 63 01 ADC $01,s ; Add Column number (that is on stack) $80/ADD6 FA PLX ; Remove Column number from stack (not needed any more) $80/ADD7 AA TAX ; Replace it with the calculation's result $80/ADD8 E2 20 SEP #$20 $80/ADDA 6B RTL
$80/AEF2 Load Music?
Replacing the A5 59 ("LDA $59") at $AF03 with A9 10 ("LDA #$10"), this loaded a different song in the Title Demo and other scenes in the game.
$80/AEF2 8B PHB A:000D X:905F Y:000D P:envMxdizc $80/AEF3 4B PHK A:000D X:905F Y:000D P:envMxdizc $80/AEF4 AB PLB A:000D X:905F Y:000D P:envMxdizc $80/AEF5 85 59 STA $59 [$00:0059] A:000D X:905F Y:000D P:eNvMxdizc $80/AEF7 20 4C AF JSR $AF4C [$80:AF4C] A:000D X:905F Y:000D P:eNvMxdizc $80/AEFA 90 07 BCC $07 [$AF03] A:000D X:905F Y:000D P:envMxdizc
- code is missing here
$80/AF03 A5 59 LDA $59 [$00:0059] A:000D X:905F Y:000D P:envMxdizc $80/AF05 F0 0B BEQ $0B [$AF12] A:000D X:905F Y:000D P:envMxdizc $80/AF07 22 03 80 8F JSL $8F8003[$8F:8003] A:000D X:905F Y:000D P:envMxdizc $80/AF0B A9 01 LDA #$01 A:0002 X:33CC Y:D686 P:envMxdizc $80/AF0D 85 F5 STA $F5 [$00:00F5] A:0001 X:33CC Y:D686 P:envMxdizc $80/AF0F 20 30 AF JSR $AF30 [$80:AF30] A:0001 X:33CC Y:D686 P:envMxdizc $80/AF12 AB PLB A:0000 X:33CC Y:D686 P:envMxdiZc $80/AF13 6B RTL A:0000 X:33CC Y:D686 P:envMxdizc
$80/AF28 Load Music?
$80/AF14 8B PHB ; Buffer Data Bank on Stack $80/AF15 A9 FF LDA #$FF A:0000 X:05DD Y:0004 P:eNvMxdIzc $80/AF17 85 F5 STA $F5 [$00:00F5] A:00FF X:05DD Y:0004 P:eNvMxdIzc $80/AF19 20 30 AF JSR $AF30 [$80:AF30] A:00FF X:05DD Y:0004 P:eNvMxdIzc $80/AF1C A9 21 LDA #$21 A:0000 X:05DD Y:0004 P:envMxdIZc $80/AF1E 22 03 80 8F JSL $8F8003[$8F:8003] A:0021 X:05DD Y:0004 P:envMxdIzc $80/AF22 A9 FF LDA #$FF A:0002 X:33CC Y:9E7A P:envMxdIzc $80/AF24 85 59 STA $59 [$00:0059] A:00FF X:33CC Y:9E7A P:eNvMxdIzc $80/AF26 AB PLB ; Restore Data Bank from Stack $80/AF27 6B RTL
$80/AF28 Load Music?
$80/AF28 8B PHB ; Buffer Data Bank on Stack $80/AF29 4B PHK ; Set Data Bank to $80 $80/AF2A AB PLB $80/AF2B 20 30 AF JSR $AF30 [$80:AF30] A:A1F8 X:05DD Y:0004 P:eNvMxdIzc $80/AF2E AB PLB ; Restore Data Bank from Stack $80/AF2F 6B RTL
$80/AF30 Load Music?
$80/AF30 AD AF 05 LDA $05AF [$80:05AF] A:A1F8 X:05DD Y:0004 P:eNvMxdIzc $80/AF33 30 0A BMI $0A [$AF3F] A:A100 X:05DD Y:0004 P:envMxdIZc $80/AF35 22 0C 80 8F JSL $8F800C[$8F:800C] A:A100 X:05DD Y:0004 P:envMxdIZc $80/AF39 A5 F5 LDA $F5 [$00:00F5] A:0000 X:05DD Y:0004 P:envMxdIZc $80/AF3B D0 F8 BNE $F8 [$AF35] A:00F8 X:05DD Y:0004 P:eNvMxdIzc $80/AF3D 80 04 BRA $04 ; [$AF43] Exit
- code is missing here
$80/AF43 60 RTS
$80/AF7E Actual NMI Handler
$80/AF7E C2 30 REP #$30 ; A/X/Y = 16 bit (to make sure everything is put on stack) $80/AF80 48 PHA $80/AF81 8B PHB $80/AF82 0B PHD $80/AF83 DA PHX $80/AF84 5A PHY $80/AF85 4B PHK $80/AF86 AB PLB $80/AF87 A9 00 00 LDA #$0000 $80/AF8A 5B TCD $80/AF8B E2 20 SEP #$20 $80/AF8D AD 10 42 LDA $4210 ; Remove NMI Flag $80/AF90 A9 80 LDA #$80 $80/AF92 8D 00 21 STA $2100 ; FBLANK $80/AF95 AD BD 05 LDA $05BD ; ??? $80/AF98 10 03 BPL $03 ; ??? $80/AF9A 4C D2 B0 JMP $B0D2 ; ??? $80/AF9D 20 C2 B2 JSR $B2C2 ; ???
OAM Update
$80/AFA0 AD B0 05 LDA $05B0 ; Transfer HDMA Flags $80/AFA3 8D 86 05 STA $0586 $80/AFA6 9C 0C 42 STZ $420C ; Deactivate HDMAs $80/AFA9 AD 40 05 LDA $0540 ; If $0540 is empty, don't update OAM? $80/AFAC F0 29 BEQ $29 ; [$AFD7] $80/AFAE A2 00 00 LDX #$0000 ; OAM Address $80/AFB1 8E 02 21 STX $2102 $80/AFB4 9C 04 43 STZ $4304 ; Source Bank: $00 $80/AFB7 AE 45 05 LDX $0545 $80/AFBA 8E 02 43 STX $4302 ; Source Address: $0545 $80/AFBD A9 04 LDA #$04 ; DMA Destination: $2104 (OAM) $80/AFBF 8D 01 43 STA $4301 $80/AFC2 A2 20 02 LDX #$0220 ; Transfer $220 Bytes - both OAM Tables $80/AFC5 8E 05 43 STX $4305 $80/AFC8 A9 00 LDA #$00 ; DMA Transfer settings $80/AFCA 8D 00 43 STA $4300 $80/AFCD A9 01 LDA #$01 ; Activate DMA $80/AFCF 8D 0B 42 STA $420B $80/AFD2 9C 40 05 STZ $0540 ; Clear OAM Update Flag $80/AFD5 80 03 BRA $03 ; [$AFDA] --- ??? $80/AFD7 20 01 B1 JSR $B101 ; ??? $80/AFDA 20 35 B1 JSR $B135 ; ??? $80/AFDD 20 D8 B3 JSR $B3D8 ; CGRAM Update $80/AFE0 20 2B B3 JSR $B32B ; VRAM DMA Pipeline $80/AFE3 20 7B B3 JSR $B37B ; VRAM Read DMA $80/AFE6 AD 86 05 LDA $0586 ; Reactivate HDMAs $80/AFE9 8D 0C 42 STA $420C $80/AFEC 20 6D B2 JSR $B26D ; Update Graphic Setup Registers $80/AFEF AD 6A 05 LDA $056A ; Load the (old) Screen Settings $80/AFF2 2C 12 42 BIT $4212 ; Wait for the next HBLANK to end $80/AFF5 70 FB BVS $FB ; [$AFF2] $80/AFF7 2C 12 42 BIT $4212 $80/AFFA 50 FB BVC $FB ; [$AFF7] $80/AFFC 8D 00 21 STA $2100 ; Update Screen brightness $80/AFFF 20 0B B4 JSR $B40B ; Joypad Data Fetching $80/B002 22 61 80 88 JSL $888061 ; ??? $80/B006 22 00 80 88 JSL $888000 ; ??? $80/B00A 22 18 81 88 JSL $888118 ; ??? $80/B00E AD BA 05 LDA $05BA $80/B011 F0 04 BEQ $04 ; [$B017]
Missing Code
$80/B017 AE BB 05 LDX $05BB $80/B01A F0 04 BEQ $04 ; [$B020]
Missing Code
$80/B020 20 40 B2 JSR $B240 ; ??? $80/B023 22 73 81 88 JSL $888173 ; ??? $80/B027 A6 32 LDX $32 ; ??? $80/B029 86 34 STX $34 ; ??? $80/B02B AE F0 05 LDX $05F0 ; Update V Timer - At which Scan Line an IRQ should come $80/B02E 8E 09 42 STX $4209 $80/B031 AD 11 42 LDA $4211 ; Load (and remove) IRQ Flag $80/B034 AD AF 05 LDA $05AF ; Update NMI/IRQ/Auto-Joypad Flags $80/B037 8D 00 42 STA $4200 $80/B03A EE B9 05 INC $05B9 ; ??? (Frame counter!? Flag register?) $80/B03D AD BD 05 LDA $05BD ; ??? (Check Flag register?) $80/B040 89 C0 BIT #$C0 ; ??? (If bit 6 is set, CGRAM needs an update; bit 7 yet unknown) $80/B042 D0 1C BNE $1C ; [$B060] $80/B044 AD 38 00 LDA $0038 ; ??? $80/B047 F0 17 BEQ $17 ; [$B060]
Missing Code
$80/B060 A5 37 LDA $37 [$00:0037] A:0000 X:00DB Y:0000 P:envMxdIZc $80/B062 F0 62 BEQ $62 [$B0C6] A:0003 X:00DB Y:0000 P:envMxdIzc $80/B064 AD BD 05 LDA $05BD [$80:05BD] A:0003 X:00DB Y:0000 P:envMxdIzc $80/B067 89 40 BIT #$40 A:0000 X:00DB Y:0000 P:envMxdIZc $80/B069 D0 5B BNE $5B [$B0C6] A:0000 X:00DB Y:0000 P:envMxdIZc $80/B06B D4 00 PEI ($00) ; Buffer $00-$0F and $20-$2B on stack $80/B06D D4 02 PEI ($02) $80/B06F D4 04 PEI ($04) $80/B071 D4 06 PEI ($06) $80/B073 D4 08 PEI ($08) $80/B075 D4 0A PEI ($0A) $80/B077 D4 0C PEI ($0C) $80/B079 D4 0E PEI ($0E) $80/B07B D4 20 PEI ($20) $80/B07D D4 22 PEI ($22) $80/B07F D4 24 PEI ($24) $80/B081 D4 26 PEI ($26) $80/B083 D4 28 PEI ($28) $80/B085 D4 2A PEI ($2A) $80/B087 58 CLI A:0000 X:00DB Y:0000 P:envMxdIZc $80/B088 A5 37 LDA $37 [$00:0037] A:0000 X:00DB Y:0000 P:envMxdiZc $80/B08A 89 01 BIT #$01 A:0003 X:00DB Y:0000 P:envMxdizc $80/B08C F0 04 BEQ $04 [$B092] A:0003 X:00DB Y:0000 P:envMxdizc $80/B08E 22 5F 80 84 JSL $84805F ; Do the Tile/Figure Animation $80/B092 A5 37 LDA $37 [$00:0037] A:0007 X:0004 Y:001C P:eNvMxdizc $80/B094 89 02 BIT #$02 A:0003 X:0004 Y:001C P:envMxdizc $80/B096 F0 04 BEQ $04 [$B09C] A:0003 X:0004 Y:001C P:envMxdizc $80/B098 22 00 80 85 JSL $858000[$85:8000] A:0003 X:0004 Y:001C P:envMxdizc $80/B09C FA PLX ; Restore $00-$0F and $20-$2B from stack $80/B09D 86 2A STX $2A $80/B09F FA PLX $80/B0A0 86 28 STX $28 $80/B0A2 FA PLX $80/B0A3 86 26 STX $26 $80/B0A5 FA PLX $80/B0A6 86 24 STX $24 $80/B0A8 FA PLX $80/B0A9 86 22 STX $22 $80/B0AB FA PLX $80/B0AC 86 20 STX $20 $80/B0AE FA PLX $80/B0AF 86 0E STX $0E $80/B0B1 FA PLX $80/B0B2 86 0C STX $0C $80/B0B4 FA PLX $80/B0B5 86 0A STX $0A $80/B0B7 FA PLX $80/B0B8 86 08 STX $08 $80/B0BA FA PLX $80/B0BB 86 06 STX $06 $80/B0BD FA PLX $80/B0BE 86 04 STX $04 $80/B0C0 FA PLX $80/B0C1 86 02 STX $02 $80/B0C3 FA PLX $80/B0C4 86 00 STX $00 $80/B0C6 22 0C 80 8F JSL $8F800C ; ??? Sound related? $80/B0CA C2 30 REP #$30 ; Restore everything from Stack $80/B0CC 7A PLY $80/B0CD FA PLX $80/B0CE 2B PLD $80/B0CF AB PLB $80/B0D0 68 PLA $80/B0D1 40 RTI ; End Interrupt Handler
$80/B0D2 ?
$80/B0D2 20 C2 B2 JSR $B2C2 [$80:B2C2] A:0080 X:E0A4 Y:BE79 P:eNvMxdIzc $80/B0D5 AD 86 05 LDA $0586 ; Activate HDMA $80/B0D8 8D 0C 42 STA $420C $80/B0DB 20 01 B1 JSR $B101 [$80:B101] A:0006 X:E0A4 Y:BE79 P:envMxdIzC $80/B0DE 20 6D B2 JSR $B26D ; Update Graphic Setup Registers $80/B0E1 AD 6A 05 LDA $056A ; Load $2100 Buffer $80/B0E4 2C 12 42 BIT $4212 [$80:4212] A:000F X:0581 Y:0008 P:envMxdIzC $80/B0E7 70 FB BVS $FB [$B0E4] A:000F X:0581 Y:0008 P:eNVMxdIzC $80/B0E9 2C 12 42 BIT $4212 [$80:4212] A:000F X:0581 Y:0008 P:eNvMxdIzC $80/B0EC 50 FB BVC $FB [$B0E9] A:000F X:0581 Y:0008 P:eNvMxdIzC $80/B0EE 8D 00 21 STA $2100 ; Turn the Screen on $80/B0F1 A5 A1 LDA $A1 [$00:00A1] A:000F X:0581 Y:0008 P:eNVMxdIzC $80/B0F3 89 01 BIT #$01 A:0000 X:0581 Y:0008 P:enVMxdIZC $80/B0F5 F0 07 BEQ $07 [$B0FE] A:0000 X:0581 Y:0008 P:enVMxdIZC
Code is missing here
$80/B0FE 4C 27 B0 JMP $B027 [$80:B027] A:0000 X:0581 Y:0008 P:enVMxdIZC
$80/B135 Update Graphics Settings Buffer Registers
I'm not sure, but it looks like you can buffer values for the screen settings in buffer registers, so that they get transfered in the next frame to their destination. Because this seems to be the subroutine that makes these values step up in queue.
$80/B135 AE 91 05 LDX $0591 ; Update $210D Buffer $80/B138 8E 71 05 STX $0571 $80/B13B AE 93 05 LDX $0593 ; Update $210E Buffer $80/B13E 8E 73 05 STX $0573 $80/B141 AE 95 05 LDX $0595 ; Update $210F Buffer $80/B144 8E 75 05 STX $0575 $80/B147 AE 97 05 LDX $0597 ; Update $2110 Buffer $80/B14A 8E 77 05 STX $0577 $80/B14D AE 99 05 LDX $0599 ; Update $2111 Buffer $80/B150 8E 79 05 STX $0579 $80/B153 AE 9B 05 LDX $059B ; Update $2112 Buffer $80/B156 8E 7B 05 STX $057B $80/B159 AE 9D 05 LDX $059D ; Update $2113 Buffer $80/B15C 8E 7D 05 STX $057D $80/B15F AE 9F 05 LDX $059F ; Update $2114 Buffer $80/B162 8E 7F 05 STX $057F $80/B165 AE 8B 05 LDX $058B ; Update $2107/8 Buffer $80/B168 8E 6D 05 STX $056D $80/B16B AE 8D 05 LDX $058D ; Update $2109/A Buffer $80/B16E 8E 6F 05 STX $056F $80/B171 AD 87 05 LDA $0587 ; Update $2100 Buffer $80/B174 8D 6A 05 STA $056A $80/B177 AD 89 05 LDA $0589 ; Update $2105 Buffer $80/B17A 8D 6B 05 STA $056B $80/B17D AD 88 05 LDA $0588 ; Update $2101 Buffer $80/B180 8D 6C 05 STA $056C $80/B183 AE AC 05 LDX $05AC ; Update $2132 Buffer - R?/G? $80/B186 8E 83 05 STX $0583 $80/B189 AD AE 05 LDA $05AE ; Update $2132 Buffer - V? $80/B18C 8D 85 05 STA $0585 $80/B18F AD AA 05 LDA $05AA ; Update $2130 Buffer $80/B192 8D 81 05 STA $0581 $80/B195 AD AB 05 LDA $05AB ; ??? $80/B198 8D 82 05 STA $0582 ; ??? $80/B19B AE EE 05 LDX $05EE ; Update $4209/A Buffer $80/B19E 8E F0 05 STX $05F0 $80/B1A1 AD 8A 05 LDA $058A ; Update $2106 $80/B1A4 8D 06 21 STA $2106 $80/B1A7 AD 5F 17 LDA $175F [$80:175F] A:0000 X:00DC Y:0000 P:envMxdIZC $80/B1AA F0 43 BEQ $43 [$B1EF] A:0000 X:00DC Y:0000 P:envMxdIZC $80/B1AC AD 60 17 LDA $1760 [$80:1760] A:0001 X:00DC Y:5400 P:envMxdIzC $80/B1AF 8D 40 43 STA $4340 [$80:4340] A:0001 X:00DC Y:5400 P:envMxdIzC $80/B1B2 A9 26 LDA #$26 A:0001 X:00DC Y:5400 P:envMxdIzC $80/B1B4 8D 41 43 STA $4341 [$80:4341] A:0026 X:00DC Y:5400 P:envMxdIzC $80/B1B7 A9 7E LDA #$7E A:0026 X:00DC Y:5400 P:envMxdIzC $80/B1B9 8D 44 43 STA $4344 [$80:4344] A:007E X:00DC Y:5400 P:envMxdIzC $80/B1BC 8D 47 43 STA $4347 [$80:4347] A:007E X:00DC Y:5400 P:envMxdIzC $80/B1BF AE 61 17 LDX $1761 [$80:1761] A:007E X:00DC Y:5400 P:envMxdIzC $80/B1C2 8E 42 43 STX $4342 [$80:4342] A:007E X:B100 Y:5400 P:eNvMxdIzC $80/B1C5 AD A1 05 LDA $05A1 [$80:05A1] A:007E X:B100 Y:5400 P:eNvMxdIzC $80/B1C8 8D 23 21 STA $2123 [$80:2123] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1CB AD A2 05 LDA $05A2 [$80:05A2] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1CE 8D 24 21 STA $2124 [$80:2124] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1D1 AD A3 05 LDA $05A3 [$80:05A3] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1D4 8D 25 21 STA $2125 [$80:2125] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1D7 AD A4 05 LDA $05A4 [$80:05A4] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1DA 8D 2A 21 STA $212A [$80:212A] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1DD AD A5 05 LDA $05A5 [$80:05A5] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1E0 8D 2B 21 STA $212B [$80:212B] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1E3 AD A8 05 LDA $05A8 [$80:05A8] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1E6 8D 2E 21 STA $212E [$80:212E] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1E9 AD A9 05 LDA $05A9 [$80:05A9] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1EC 8D 2F 21 STA $212F [$80:212F] A:0000 X:B100 Y:5400 P:envMxdIZC $80/B1EF AD FB 16 LDA $16FB [$80:16FB] A:0000 X:00DC Y:0000 P:envMxdIZC $80/B1F2 F0 18 BEQ $18 [$B20C] A:0055 X:00DC Y:0000 P:envMxdIzC $80/B1F4 AE FC 16 LDX $16FC [$80:16FC] A:0055 X:00DC Y:0000 P:envMxdIzC $80/B1F7 8E 72 43 STX $4372 [$80:4372] A:0055 X:5555 Y:0000 P:envMxdIzC $80/B1FA AE 02 17 LDX $1702 [$80:1702] A:0055 X:5555 Y:0000 P:envMxdIzC $80/B1FD 8E 12 43 STX $4312 [$80:4312] A:0055 X:5555 Y:0000 P:envMxdIzC $80/B200 AE FE 16 LDX $16FE [$80:16FE] A:0055 X:5555 Y:0000 P:envMxdIzC $80/B203 8E 62 43 STX $4362 [$80:4362] A:0055 X:5555 Y:0000 P:envMxdIzC $80/B206 AE 00 17 LDX $1700 [$80:1700] A:0055 X:5555 Y:0000 P:envMxdIzC $80/B209 8E 52 43 STX $4352 [$80:4352] A:0055 X:5555 Y:0000 P:envMxdIzC $80/B20C AF 87 BE 7E LDA $7EBE87[$7E:BE87] A:0055 X:5555 Y:0000 P:envMxdIzC $80/B210 10 29 BPL $29 [$B23B] A:0000 X:5555 Y:0000 P:envMxdIZC $80/B212 29 7F AND #$7F A:0081 X:00DB Y:003A P:eNvMxdIzC $80/B214 8F 87 BE 7E STA $7EBE87[$7E:BE87] A:0001 X:00DB Y:003A P:envMxdIzC $80/B218 C2 20 REP #$20 A:0001 X:00DB Y:003A P:envMxdIzC $80/B21A AF 84 BE 7E LDA $7EBE84[$7E:BE84] A:0001 X:00DB Y:003A P:envmxdIzC $80/B21E C9 8A BE CMP #$BE8A A:BE8A X:00DB Y:003A P:eNvmxdIzC $80/B221 F0 05 BEQ $05 [$B228] A:BE8A X:00DB Y:003A P:envmxdIZC $80/B228 A9 A4 BE LDA #$BEA4 A:BE8A X:00DB Y:003A P:envmxdIZC $80/B22B 8F 84 BE 7E STA $7EBE84[$7E:BE84] A:BEA4 X:00DB Y:003A P:eNvmxdIzC $80/B22F 8D 32 43 STA $4332 [$80:4332] A:BEA4 X:00DB Y:003A P:eNvmxdIzC $80/B232 18 CLC A:BEA4 X:00DB Y:003A P:eNvmxdIzC $80/B233 69 0D 00 ADC #$000D A:BEA4 X:00DB Y:003A P:eNvmxdIzc $80/B236 8D 22 43 STA $4322 [$80:4322] A:BEB1 X:00DB Y:003A P:eNvmxdIzc $80/B239 E2 20 SEP #$20 A:BEB1 X:00DB Y:003A P:eNvmxdIzc $80/B23B A5 36 LDA $36 [$00:0036] A:0000 X:5555 Y:0000 P:envMxdIZC $80/B23D 85 37 STA $37 [$00:0037] A:0000 X:5555 Y:0000 P:envMxdIZC $80/B23F 60 RTS
$80/B240 ?
$80/B240 AD 5F 17 LDA $175F [$80:175F] A:0000 X:0000 Y:0000 P:enVMxdIZc $80/B243 F0 11 BEQ $11 [$B256] A:0000 X:0000 Y:0000 P:enVMxdIZc $80/B245 9C 5F 17 STZ $175F [$80:175F] A:0001 X:0000 Y:0000 P:enVMxdIzc $80/B248 A0 00 B1 LDY #$B100 A:0001 X:0000 Y:0000 P:enVMxdIzc $80/B24B CC 61 17 CPY $1761 [$80:1761] A:0001 X:0000 Y:B100 P:eNVMxdIzc $80/B24E D0 03 BNE $03 [$B253] A:0001 X:0000 Y:B100 P:enVMxdIZC $80/B250 A0 20 B1 LDY #$B120 A:0001 X:0000 Y:B100 P:enVMxdIZC $80/B253 8C 61 17 STY $1761 [$80:1761] A:0001 X:0000 Y:B120 P:eNVMxdIzC $80/B256 AD FB 16 LDA $16FB [$80:16FB] A:0000 X:0000 Y:0000 P:enVMxdIZc $80/B259 F0 11 BEQ $11 [$B26C] A:0000 X:0000 Y:0000 P:enVMxdIZc $80/B25B 9C FB 16 STZ $16FB [$80:16FB] A:0002 X:0000 Y:0000 P:enVMxdIzc $80/B25E A2 00 B0 LDX #$B000 A:0002 X:0000 Y:0000 P:enVMxdIzc $80/B261 EC FC 16 CPX $16FC [$80:16FC] A:0002 X:B000 Y:0000 P:eNVMxdIzc $80/B264 D0 03 BNE $03 [$B269] A:0002 X:B000 Y:0000 P:enVMxdIZC $80/B266 A2 10 B0 LDX #$B010 A:0002 X:B000 Y:0000 P:enVMxdIZC $80/B269 8E FC 16 STX $16FC [$80:16FC] A:0002 X:B010 Y:0000 P:eNVMxdIzC $80/B26C 60 RTS A:0000 X:0000 Y:0000 P:enVMxdIZc
$80/B26D Update Graphic Setup Registers
$80/B26D AD 6B 05 LDA $056B ; BG Mode $80/B270 8D 05 21 STA $2105 $80/B273 AD 6C 05 LDA $056C ; Sprite sizes $80/B276 8D 01 21 STA $2101 $80/B279 AE A6 05 LDX $05A6 ; Main Screen/Subscreen Destination (16 bit!) $80/B27C 8E 2C 21 STX $212C $80/B27F AE 8F 05 LDX $058F ; BG1-4 Tileset Addresses (16 bit!) $80/B282 8E 0B 21 STX $210B $80/B285 AE 6D 05 LDX $056D ; BG1/2 Tilemap Address $80/B288 8E 07 21 STX $2107 $80/B28B AE 6F 05 LDX $056F ; BG3/4 Tilemap Address $80/B28E 8E 09 21 STX $2109 $80/B291 AE 81 05 LDX $0581 ; Color Addition Select $80/B294 8E 30 21 STX $2130 $80/B297 AD 85 05 LDA $0585 ; Fixed Color Data $80/B29A 8D 32 21 STA $2132 $80/B29D AD 84 05 LDA $0584 ; Fixed Color Data $80/B2A0 8D 32 21 STA $2132 $80/B2A3 AD 83 05 LDA $0583 ; Fixed Color Data $80/B2A6 8D 32 21 STA $2132 $80/B2A9 A0 00 00 LDY #$0000 ; Update the BG Scroll registers $80/B2AC A2 71 05 LDX #$0571 $80/B2AF B5 00 LDA $00,x $80/B2B1 99 0D 21 STA $210D,y $80/B2B4 B5 01 LDA $01,x $80/B2B6 99 0D 21 STA $210D,y $80/B2B9 E8 INX $80/B2BA E8 INX $80/B2BB C8 INY $80/B2BC C0 08 00 CPY #$0008 $80/B2BF D0 EE BNE $EE ; [$B2AF] $80/B2C1 60 RTS
$80/B2C2 Do Animation VRAM DMAs
$80/B2C2 AD CA 11 LDA $11CA [$80:11CA] A:0080 X:0000 Y:0006 P:eNvMxdIzC $80/B2C5 CD C9 11 CMP $11C9 [$80:11C9] A:0002 X:0000 Y:0006 P:envMxdIzC $80/B2C8 F0 60 BEQ $60 ; [$B32A] Exit $80/B2CA AD BD 05 LDA $05BD [$80:05BD] A:0002 X:0000 Y:0006 P:eNvMxdIzc $80/B2CD 30 14 BMI $14 [$B2E3] A:0080 X:0000 Y:0006 P:eNvMxdIzc $80/B2CF 7B TDC ; Clear 16-bit A $80/B2D0 AD C7 0E LDA $0EC7 ; (Load Number of Occupied VRAM DMA-Pipeline Entries?) $80/B2D3 C2 20 REP #$20 ; 16-bit A $80/B2D5 EB XBA ; $0EC7 * #$04 + $0EC5 $80/B2D6 4A LSR A $80/B2D7 4A LSR A $80/B2D8 6D C5 0E ADC $0EC5 $80/B2DB C9 00 05 CMP #$0500 ; Compare if higher or same as #$500 (Sets carry if it is) $80/B2DE E2 20 SEP #$20 ; 8-bit A $80/B2E0 7B TDC ; Clear 16-bit A $80/B2E1 B0 47 BCS $47 ; [$B32A] Branch if A was higher or same as #$500 $80/B2E3 A9 01 LDA #$01 ; DMA Transfer Settings $80/B2E5 8D 00 43 STA $4300 $80/B2E8 A9 18 LDA #$18 ; DMA Destination $(21)18 - VRAM $80/B2EA 8D 01 43 STA $4301 $80/B2ED A9 80 LDA #$80 ; VRAM Transfer Settings $80/B2EF 8D 15 21 STA $2115 $80/B2F2 7B TDC ; Clear 16-bit A $80/B2F3 AD CA 11 LDA $11CA [$80:11CA] A:0000 X:0000 Y:0006 P:envMxdIZc $80/B2F6 0A ASL A A:0002 X:0000 Y:0006 P:envMxdIzc $80/B2F7 A8 TAY A:0004 X:0000 Y:0006 P:envMxdIzc $80/B2F8 BE 49 0F LDX $0F49,y ; Load Animation VRAM DMA Size $80/B2FB E0 81 00 CPX #$0081 $80/B2FE 90 02 BCC $02 ; [$B302] Branch if smaller than #$0081
- Code is missing here
$80/B302 8E 05 43 STX $4305 [$80:4305] A:0004 X:0080 Y:0004 P:eNvMxdIzc $80/B305 BE 09 10 LDX $1009,y ; Set Source Destination $80/B308 8E 02 43 STX $4302 $80/B30B B9 8A 11 LDA $118A,y ; Set Source Bank $80/B30E 8D 04 43 STA $4304 $80/B311 BE C9 10 LDX $10C9,y ; Set VRAM Destination $80/B314 8E 16 21 STX $2116 $80/B317 A9 01 LDA #$01 ; Activate DMA $80/B319 8D 0B 42 STA $420B $80/B31C AD CA 11 LDA $11CA [$80:11CA] A:0001 X:07C0 Y:0004 P:envMxdIzc $80/B31F 1A INC A A:0002 X:07C0 Y:0004 P:envMxdIzc $80/B320 29 1F AND #$1F A:0003 X:07C0 Y:0004 P:envMxdIzc $80/B322 8D CA 11 STA $11CA [$80:11CA] A:0003 X:07C0 Y:0004 P:envMxdIzc $80/B325 CD C9 11 CMP $11C9 [$80:11C9] A:0003 X:07C0 Y:0004 P:envMxdIzc $80/B328 D0 CC BNE $CC ; [$B2F6] Do next Animation VRAM DMA if unequal $80/B32A 60 RTS
$80/B32B VRAM DMA Pipeline
$80/B32B AD C7 0E LDA $0EC7 ; Are there any VRAM DMAs in the pipeline? $80/B32E F0 44 BEQ $44 ; [$B374] If not, exit $80/B330 A9 01 LDA #$01 ; DMA Settings $80/B332 8D 00 43 STA $4300 $80/B335 A9 18 LDA #$18 ; DMA Destination: $2118 $80/B337 8D 01 43 STA $4301 $80/B33A A0 00 00 LDY #$0000 $80/B33D BE C9 0E LDX $0EC9,y ; DMA Data Size $80/B340 8E 05 43 STX $4305 $80/B343 BE 89 0F LDX $0F89,y ; DMA Adress $80/B346 8E 02 43 STX $4302 $80/B349 B9 0A 11 LDA $110A,y ; DMA Bank $80/B34C 8D 04 43 STA $4304 $80/B34F B9 09 11 LDA $1109,y ; VRAM Transfer Setting $80/B352 8D 15 21 STA $2115 $80/B355 BE 49 10 LDX $1049,y ; VRAM Destination $80/B358 8E 16 21 STX $2116 $80/B35B A9 01 LDA #$01 ; Activate DMA $80/B35D 8D 0B 42 STA $420B $80/B360 C8 INY ; Increment Index $80/B361 C8 INY $80/B362 CE C7 0E DEC $0EC7 ; Decrement number of occupied Pipelines entries $80/B365 D0 D6 BNE $D6 ; [$B33D] Loop until all are done $80/B367 A2 00 00 LDX #$0000 $80/B36A 8E D6 16 STX $16D6 ; ??? $80/B36D 8E D8 16 STX $16D8 ; ??? $80/B370 A6 5A LDX $5A ; ??? $80/B372 86 5C STX $5C ; ??? $80/B374 A2 00 00 LDX #$0000 ; ??? $80/B377 8E C5 0E STX $0EC5 ; ??? $80/B37A 60 RTS
$80/B37B VRAM Read DMA
$80/B37B AD CE 11 LDA $11CE ; Load Number of VRAM Read DMAs to do $80/B37E F0 57 BEQ $57 ; [$B3D7] Exit if empty $80/B380 AD CB 11 LDA $11CB ; ??? $80/B383 D0 52 BNE $52 ; [$B3D7] Exit if not empty $80/B385 A9 81 LDA #$81 ; Transfer from Bus B / Write 2 registers write once $80/B387 8D 00 43 STA $4300 $80/B38A A9 39 LDA #$39 ; Source Address: $(21)39 - VRAM Read Address $80/B38C 8D 01 43 STA $4301 $80/B38F A9 80 LDA #$80 ; VRAM Transfer Settings: Increment when Reading from $213A $80/B391 8D 15 21 STA $2115 $80/B394 A9 7F LDA #$7F ; Destination Bank: $7F $80/B396 8D 04 43 STA $4304 $80/B399 A2 00 FC LDX #$FC00 ; Destination Address: $(7F/)FC00 $80/B39C A0 00 00 LDY #$0000 ; Setup Loop Counter $80/B39F AD CE 11 LDA $11CE ; Load Number of VRAM Read DMAs to do $80/B3A2 48 PHA ; Push Number of VRAM Read DMAs to do on Stack $80/B3A3 C2 20 REP #$20 ; 16-bit A $80/B3A5 B9 F0 11 LDA $11F0,y ; Set Number of Bytes to transfer $80/B3A8 8D 05 43 STA $4305 $80/B3AB 8E 02 43 STX $4302 ; Destination Address: $(7F/)FC00 $80/B3AE B9 D0 11 LDA $11D0,y ; Set VRAM Destination $80/B3B1 8D 16 21 STA $2116 $80/B3B4 E2 20 SEP #$20 ; 8-bit A $80/B3B6 F0 08 BEQ $08 ; [$B3C0] Leave out the $80/B3B8 AD 3A 21 LDA $213A ; ??? $80/B3BB A9 01 LDA #$01 ; Activate DMA $80/B3BD 8D 0B 42 STA $420B $80/B3C0 68 PLA ; Pull Number of VRAM Read DMAs to do from Stack $80/B3C1 3A DEC A ; Decrement Number $80/B3C2 F0 0E BEQ $0E ; [$B3D2] Exit if it has reached zero $80/B3C4 48 PHA ; If not, push Number of VRAM Read DMAs to do back on Stack $80/B3C5 C2 21 REP #$21 A:5003 X:FC00 Y:0000 P:envMxdIzc $80/B3C7 8A TXA ; Transfer Store Index in A $80/B3C8 79 F0 11 ADC $11F0,y ; Add the number of transfered bytes $80/B3CB AA TAX ; Transfer back in X - Points now to the next empty byte $80/B3CC E2 20 SEP #$20 ; 8-bit A $80/B3CE C8 INY ; Increment Load Index twice $80/B3CF C8 INY $80/B3D0 80 D1 BRA $D1 ; [$B3A3] Loop $80/B3D2 A9 01 LDA #$01 ; ??? $80/B3D4 8D CB 11 STA $11CB ; ??? Set flag to not do this again automatically $80/B3D7 60 RTS
$80/B3D8 ?
$80/B3D8 AD BD 05 LDA $05BD ; ??? $80/B3DB 89 40 BIT #$40 ; ??? If bit 6 in $05BD is set, this forces a CGRAM update $80/B3DD D0 05 BNE $05 ; [$B3E4] $80/B3DF AD 49 12 LDA $1249 ; Is "Update CGRAM" Flag set? $80/B3E2 F0 26 BEQ $26 ; [$B40A] Exit if not $80/B3E4 9C 21 21 STZ $2121 ; CGRAM Destination: $00 $80/B3E7 A9 22 LDA #$22 ; DMA Destination: $2122 (= CGRAM) $80/B3E9 8D 01 43 STA $4301 $80/B3EC A2 00 02 LDX #$0200 ; Transfer #$200 Byte $80/B3EF 8E 05 43 STX $4305 $80/B3F2 A2 4B 12 LDX #$124B ; Source: $00124B (CGRAM Buffer) $80/B3F5 8E 02 43 STX $4302 $80/B3F8 A9 00 LDA #$00 $80/B3FA 8D 04 43 STA $4304 $80/B3FD A9 00 LDA #$00 ; DMA Settings $80/B3FF 8D 00 43 STA $4300 $80/B402 A9 01 LDA #$01 ; Activate DMA $80/B404 8D 0B 42 STA $420B $80/B407 9C 49 12 STZ $1249 ; Clear "Update CGRAM" Flag $80/B40A 60 RTS
$80/B40B Joypad Data Fetching
$80/B40B AD 12 42 LDA $4212 ; Load PPU-Status $80/B40E 4A LSR A ; Move Bit 0 (Auto-Joypad Status) into Carry $80/B40F B0 FA BCS $FA ; [$B40B] Loop until Auto-Joypad Read is done $80/B411 A0 00 00 LDY #$0000 $80/B414 A2 00 00 LDX #$0000 $80/B417 B9 18 42 LDA $4218,y $80/B41A 29 0F AND #$0F $80/B41C D0 40 BNE $40 ; [$B45E] I think this is a security measure; if this isn't 0, something's wrong $80/B41E BF 16 40 00 LDA $004016,x ; ??? $80/B422 29 01 AND #$01 $80/B424 F0 38 BEQ $38 ; [$B45E] Another security measure? $80/B426 BD 47 05 LDA $0547,x ; ??? $80/B429 F0 1B BEQ $1B ; [$B446] $80/B42B C2 20 REP #$20 $80/B42D B9 49 05 LDA $0549,y ; Load Joypad Data from the last frame, store it in $0551,y and push it on stack $80/B430 99 51 05 STA $0551,y $80/B433 48 PHA $80/B434 B9 18 42 LDA $4218,y ; Load Joypad-Input and store it in $0549-054C $80/B437 99 49 05 STA $0549,y $80/B43A 68 PLA $80/B43B 39 49 05 AND $0549,y ; Calculate, which buttons are held from the last frame, and store them in $054D,y $80/B43E 59 49 05 EOR $0549,y $80/B441 99 4D 05 STA $054D,y $80/B444 80 26 BRA $26 ; [$B46C] Leave out the "other" Fetching method $80/B446 A9 01 LDA #$01 ; ??? $80/B448 9D 47 05 STA $0547,x $80/B44B C2 20 REP #$20 $80/B44D B9 18 42 LDA $4218,y ; Load Joypad-Input and store it in $0549-054C $80/B450 99 49 05 STA $0549,y $80/B453 A9 00 00 LDA #$0000 ; $80/B456 99 4D 05 STA $054D,y ; Clear held buttons $80/B459 99 51 05 STA $0551,y ; Clear last frame's Joypad input $80/B45C 80 0E BRA $0E ; [$B46C] $80/B46C E2 20 SEP #$20 $80/B46E A5 F9 LDA $F9 ; ??? $80/B470 30 12 BMI $12 ; [$B484] If $F9 is negative, no Soft Reset is accepted? $80/B472 C2 20 REP #$20 $80/B474 B9 49 05 LDA $0549,y ; Check newly fetched Joypad data $80/B477 C9 30 30 CMP #$3030 ; Is Start, Select, L + R pressed? $80/B47A D0 08 BNE $08 ; [$B484]
Code is missing here
$80/B484 E2 20 SEP #$20 $80/B486 C8 INY ; Increment index registers $80/B487 C8 INY $80/B488 E8 INX $80/B489 E0 02 00 CPX #$0002 $80/B48C 90 89 BCC $89 ; [$B417] Repeat this for the second controller $80/B48E 60 RTS
$80/B4C8 An IRQ-Handler
This is an IRQ Handler. In Battle. With Battle Stats Menu on.
$80/B4C8 E2 20 SEP #$20 $80/B4CA 48 PHA ; Buffer A value on stack $80/B4CB AF 11 42 00 LDA $004211 ; Check if the IRQ flag is set $80/B4CF 10 72 BPL $72 ; [$B543] If not, branch, pull A from Stack and exit $80/B4D1 8B PHB ; Else, buffer the current Program bank and change it $80/B4D2 4B PHK $80/B4D3 AB PLB $80/B4D4 6C 34 00 JMP ($0034) ; Jump to the IRQ Handler [$80:B4D7]
$80/B4D7 Possibility where IRQ-Handler $80/B4C8 can jump to
A possibility where $80/B4C8 can jump to
$80/B4D7 AD F0 05 LDA $05F0 ; ??? $80/B4DA C9 DA CMP #$DA ; ??? $80/B4DC B0 4F BCS $4F ; [$B52D] ??? Branch is taken if A is higher $80/B4DE C2 10 REP #$10 ; ??? $80/B4E0 DA PHX ; ??? $80/B4E1 5A PHY ; ??? $80/B4E2 0B PHD ; ??? $80/B4E3 A2 00 21 LDX #$2100 ; This sets the direc bank to $2100, so every two-digit register is a $21xx register! $80/B4E6 DA PHX ; I guess this is done so the HBLANKs are optimally used $80/B4E7 2B PLD $80/B4E8 A9 09 LDA #$09 ; Prepare value so it can be stored right after the HBLANK $80/B4EA 2C 12 42 BIT $4212 ; V/HBLANK-Flag register $80/B4ED 70 FB BVS $FB ; [$B4EA] Loop until flag is set (HBLANK begins) $80/B4EF 2C 12 42 BIT $4212 $80/B4F2 50 FB BVC $FB ; [$B4EF] Loop until flag is cleared, HBLANK has just ended $80/B4F4 64 00 STZ $00 ; $2100 - turn down the Brightness $80/B4F6 85 05 STA $05 ; $2105 - BG mode 1 with priority bit $80/B4F8 64 31 STZ $31 ; $2131 - Deactivate color math $80/B4FA A0 07 00 LDY #$0007 ; Load next bunch of values $80/B4FD A2 38 38 LDX #$3838 $80/B500 A9 34 LDA #$34 $80/B502 2C 12 42 BIT $4212 ; Wait for the next passing of a HBLANK $80/B505 70 FB BVS $FB ; [$B502] $80/B507 2C 12 42 BIT $4212 $80/B50A 50 FB BVC $FB ; [$B507] $80/B50C 84 2C STY $2C ; $212C - BG1/2/3 (No sprites!) on Main Screen, nothing on subscreen $80/B50E 86 08 STX $08 ; BG2/3 Tilemap at $3800 in VRAM $80/B510 85 07 STA $07 ; BG1 Tilemap at $3400 $80/B512 A9 02 LDA #$02 ; BG1 Tiles at $2000 $80/B514 85 0B STA $0B $80/B516 AD 6A 05 LDA $056A ; Restore old brightness settings $80/B519 85 00 STA $00 $80/B51B 2B PLD ; Restore old Direct Bank $80/B51C A2 2D B5 LDX #$B52D ; Setting up the Address of the IRQ Handler $80/B51F 86 34 STX $34 ; For the last part, the IRQ Handler now jumps to $80/B52D $80/B521 A2 DC 00 LDX #$00DC ; V Timer on #$DC = (#220, the bottom line) - once executed is enough? $80/B524 8E 09 42 STX $4209 $80/B527 7A PLY ; Restore Y, X and Program Bank $80/B528 FA PLX $80/B529 AB PLB $80/B52A 4C 43 B5 JMP $B543 ; Pull A from Stack and RTI $80/B52D 2C 12 42 BIT $4212 ; V/HBLANK-Flag register $80/B530 70 FB BVS $FB ; [$B52D] Loop until flag is set (HBLANK begins) $80/B532 2C 12 42 BIT $4212 $80/B535 50 FB BVC $FB ; [$B532] Loop until flag is cleared, HBLANK has just ended $80/B537 9C 00 21 STZ $2100 ; No FBLANK, but screen brightness = 0 $80/B53A AD AF 05 LDA $05AF ; Deactivate(?) HBLANK $80/B53D 29 CF AND #$CF $80/B53F 8D 00 42 STA $4200 $80/B542 AB PLB ; Restore Program Bank and A $80/B543 68 PLA $80/B544 40 RTI
$80/B545 Long Jump to Clear Graphic Setup Registers
$80/B545 8B PHB ; Buffer Program Bank $80/B546 4B PHK ; Set Program Bank to $80 $80/B547 AB PLB $80/B548 20 4D B5 JSR $B54D ; Clear Graphic Setup Registers $80/B54B AB PLB ; Restore Program Bank $80/B54C 6B RTL
$80/B54D Clear Graphic Setup Registers
$80/B54D 9C 33 21 STZ $2133 $80/B550 A9 02 LDA #$02 ; 8x8 and 32x32 sprites $80/B552 8D 01 21 STA $2101 $80/B555 8D 88 05 STA $0588 $80/B558 A9 09 LDA #$09 ; Mode 1, Priority Bit $80/B55A 8D 05 21 STA $2105 $80/B55D 8D 89 05 STA $0589 $80/B560 A9 71 LDA #$71 ; BG1 Tilemap at $7000 in VRAM, h mirroring $80/B562 8D 07 21 STA $2107 $80/B565 8D 8B 05 STA $058B $80/B568 A9 79 LDA #$79 ; BG2 Tilemap at $7000 in VRAM, h/v mirroring $80/B56A 8D 08 21 STA $2108 $80/B56D 8D 8C 05 STA $058C $80/B570 A9 3C LDA #$3C ; BG3 Tilemap at $3C00 in VRAM $80/B572 8D 09 21 STA $2109 $80/B575 8D 8D 05 STA $058D $80/B578 A9 3C LDA #$3C ; BG3 Tilemap at $3C00 in VRAM $80/B57A 8D 0A 21 STA $210A $80/B57D 8D 8E 05 STA $058E $80/B580 A9 00 LDA #$00 ; BG1/2 Tiles at $0000 in VRAM $80/B582 8D 0B 21 STA $210B $80/B585 8D 8F 05 STA $058F $80/B588 A9 55 LDA #$55 ; BG3/4 Tiles at $5000 in VRAM $80/B58A 8D 0C 21 STA $210C $80/B58D 8D 90 05 STA $0590 $80/B590 A9 17 LDA #$17 ; BG1-3 and Sprites for Main Screen $80/B592 8D 2C 21 STA $212C $80/B595 8D A6 05 STA $05A6 $80/B598 A9 04 LDA #$04 ; BG4 for Subscreen $80/B59A 8D 2D 21 STA $212D $80/B59D 8D A7 05 STA $05A7 $80/B5A0 9C A8 05 STZ $05A8 ; Window Mask Registers $80/B5A3 9C 2E 21 STZ $212E $80/B5A6 9C A9 05 STZ $05A9 $80/B5A9 9C 2F 21 STZ $212F $80/B5AC A9 02 LDA #$02 $80/B5AE 8D AA 05 STA $05AA ; $2130 Buffer - Add subscreen $80/B5B1 A9 23 LDA #$23 $80/B5B3 8D AB 05 STA $05AB ; ??? $80/B5B6 A9 E0 LDA #$E0 $80/B5B8 8D AC 05 STA $05AC ; $2132 Buffer? $80/B5BB 8D AD 05 STA $05AD ; $2132 Buffer? $80/B5BE 8D AE 05 STA $05AE ; $2132 Buffer? $80/B5C1 9C 8A 05 STZ $058A ; Clear $2106 (Mosaic Register) $80/B5C4 60 RTS
$80/B5C5 ?
$80/B5C5 8B PHB ; Buffer Program Bank $80/B5C6 4B PHK ; Set Program Bank to $80 $80/B5C7 AB PLB $80/B5C8 20 CD B5 JSR $B5CD [$80:B5CD] A:0000 X:0000 Y:0000 P:eNvMxdizc
$80/B5CD ?
This is executed when loading a new map. Some reset of settings, as it seems.
$80/B5CD 64 36 STZ $36 [$00:0036] A:0000 X:0000 Y:0000 P:eNvMxdizc $80/B5CF 64 37 STZ $37 [$00:0037] A:0000 X:0000 Y:0000 P:eNvMxdizc $80/B5D1 64 59 STZ $59 [$00:0059] A:0000 X:0000 Y:0000 P:eNvMxdizc $80/B5D3 64 A2 STZ $A2 [$00:00A2] A:0000 X:0000 Y:0000 P:eNvMxdizc $80/B5D5 64 A1 STZ $A1 [$00:00A1] A:0000 X:0000 Y:0000 P:eNvMxdizc $80/B5D7 64 ED STZ $ED [$00:00ED] A:0000 X:0000 Y:0000 P:eNvMxdizc $80/B5D9 64 8E STZ $8E [$00:008E] A:0000 X:0000 Y:0000 P:eNvMxdizc $80/B5DB A2 FF FF LDX #$FFFF A:0000 X:0000 Y:0000 P:eNvMxdizc $80/B5DE 86 8F STX $8F [$00:008F] A:0000 X:FFFF Y:0000 P:eNvMxdizc $80/B5E0 A2 DC 00 LDX #$00DC ; Set V-Count Timer to #220 (off screen) $80/B5E3 8E EE 05 STX $05EE ; Set ($4209/A Buffer for next frame?) $80/B5E6 8E F0 05 STX $05F0 ; Set $4209/A Buffer $80/B5E9 9C B9 05 STZ $05B9 ; Clear (Frame Counter?) $80/B5EC 9C BA 05 STZ $05BA [$80:05BA] A:0000 X:00DC Y:0000 P:envMxdizc $80/B5EF 9C BE 05 STZ $05BE [$80:05BE] A:0000 X:00DC Y:0000 P:envMxdizc $80/B5F2 9C BF 05 STZ $05BF ; Clear Main Jump Table Index $80/B5F5 9C C0 05 STZ $05C0 ; Clear (another Jump Table Index $80/B5F8 9C C1 05 STZ $05C1 [$80:05C1] A:0000 X:00DC Y:0000 P:envMxdizc $80/B5FB 9C 49 12 STZ $1249 ; Remove Flag for CGRAM Update $80/B5FE A9 00 LDA #$00 A:0000 X:00DC Y:0000 P:envMxdizc $80/B600 8F 87 BE 7E STA $7EBE87[$7E:BE87] A:0000 X:00DC Y:0000 P:envMxdiZc $80/B604 A9 08 LDA #$08 A:0000 X:00DC Y:0000 P:envMxdiZc $80/B606 85 67 STA $67 [$00:0067] A:0008 X:00DC Y:0000 P:envMxdizc $80/B608 22 36 E8 81 JSL $81E836[$81:E836] A:0008 X:00DC Y:0000 P:envMxdizc $80/B60C 22 49 E8 81 JSL $81E849[$81:E849] A:0008 X:FFFF Y:0000 P:eNvMxdizc $80/B610 22 C8 8A 81 JSL $818AC8[$81:8AC8] A:0010 X:00FF Y:00FF P:envMxdiZc $80/B614 9C CB 11 STZ $11CB [$80:11CB] A:00B8 X:0001 Y:00FF P:eNvMxdiZc $80/B617 9C 69 05 STZ $0569 [$80:0569] A:00B8 X:0001 Y:00FF P:eNvMxdiZc $80/B61A C2 20 REP #$20 A:00B8 X:0001 Y:00FF P:eNvMxdiZc $80/B61C 9C CE 11 STZ $11CE ; Set number of VRAM Read DMAs to zero $80/B61F 9C 47 05 STZ $0547 [$80:0547] A:00B8 X:0001 Y:00FF P:eNvmxdiZc $80/B622 9C 5B 05 STZ $055B [$80:055B] A:00B8 X:0001 Y:00FF P:eNvmxdiZc $80/B625 A9 00 02 LDA #$0200 A:00B8 X:0001 Y:00FF P:eNvmxdiZc $80/B628 8D 5D 05 STA $055D [$80:055D] A:0200 X:0001 Y:00FF P:envmxdizc $80/B62B 9C C7 0E STZ $0EC7 ; Clear VRAM DMA Pipeline Entries $80/B62E 9C C9 11 STZ $11C9 [$80:11C9] A:0200 X:0001 Y:00FF P:envmxdizc $80/B631 9C C5 0E STZ $0EC5 [$80:0EC5] A:0200 X:0001 Y:00FF P:envmxdizc $80/B634 9C BB 05 STZ $05BB [$80:05BB] A:0200 X:0001 Y:00FF P:envmxdizc $80/B637 9C C3 05 STZ $05C3 [$80:05C3] A:0200 X:0001 Y:00FF P:envmxdizc $80/B63A 9C D6 16 STZ $16D6 [$80:16D6] A:0200 X:0001 Y:00FF P:envmxdizc $80/B63D 9C D8 16 STZ $16D8 [$80:16D8] A:0200 X:0001 Y:00FF P:envmxdizc $80/B640 A9 00 20 LDA #$2000 A:0200 X:0001 Y:00FF P:envmxdizc $80/B643 85 5A STA $5A [$00:005A] A:2000 X:0001 Y:00FF P:envmxdizc $80/B645 85 5C STA $5C [$00:005C] A:2000 X:0001 Y:00FF P:envmxdizc $80/B647 A9 00 A8 LDA #$A800 A:2000 X:0001 Y:00FF P:envmxdizc $80/B64A 85 5E STA $5E [$00:005E] A:A800 X:0001 Y:00FF P:eNvmxdizc $80/B64C A2 00 00 LDX #$0000 ; Setup Loop Counter $80/B64F 9E 91 05 STZ $0591,x ; Clear all the BG Scroll Register Buffers $80/B652 E8 INX $80/B653 E8 INX $80/B654 E0 10 00 CPX #$0010 $80/B657 D0 F6 BNE $F6 ; [$B64F] $80/B659 A2 00 00 LDX #$0000 ; Setup Loop Counter $80/B65C 9E 71 05 STZ $0571,x ; Clear all the other BG Scroll Register Buffers $80/B65F E8 INX $80/B660 E8 INX $80/B661 E0 10 00 CPX #$0010 $80/B664 D0 F6 BNE $F6 ; [$B65C] $80/B666 E2 20 SEP #$20 $80/B668 4C FA B6 JMP $B6FA ; Clear OAM Buffers
$80/B66B Long Jump to Clear Registers, clear WRAM Bank $7F
$80/B66B 8B PHB ; Buffer Program Bank $80/B66C 4B PHK ; Set Program Bank to $80 $80/B66D AB PLB $80/B66E 20 73 B6 JSR $B673 ; Clear Registers, clear WRAM Bank $7F $80/B671 AB PLB ; Restore Program Bank $80/B672 6B RTL
$80/B673 Clear Registers, clear WRAM Bank $7F
$80/B673 A2 02 42 LDX #$4202 ; Clear $4202 to $420C $80/B676 A9 0B LDA #$0B $80/B678 74 00 STZ $00,x $80/B67A E8 INX $80/B67B 3A DEC A $80/B67C D0 FA BNE $FA [$B678] $80/B67E A9 FF LDA #$FF ; "Programmable I/O Port" $80/B680 8D 01 42 STA $4201 $80/B683 A2 06 21 LDX #$2106 ; Clear $2106 to $2114 $80/B686 A9 0F LDA #$0F $80/B688 74 00 STZ $00,x $80/B68A 74 00 STZ $00,x $80/B68C E8 INX $80/B68D 3A DEC A $80/B68E D0 F8 BNE $F8 $80/B690 A9 80 LDA #$80 $80/B692 95 00 STA $00,x [$00:2115] $80/B694 A9 01 LDA #$01 $80/B696 A2 1A 21 LDX #$211A ; Mode 7 Settings $80/B699 74 00 STZ $00,x ; Clear a lot of Mode 7 Registers $80/B69B 74 01 STZ $01,x $80/B69D 95 01 STA $01,x $80/B69F 74 02 STZ $02,x $80/B6A1 74 02 STZ $02,x $80/B6A3 74 03 STZ $03,x $80/B6A5 74 03 STZ $03,x $80/B6A7 74 04 STZ $04,x $80/B6A9 95 04 STA $04,x $80/B6AB 74 05 STZ $05,x $80/B6AD 74 05 STZ $05,x $80/B6AF 74 06 STZ $06,x $80/B6B1 74 06 STZ $06,x $80/B6B3 A2 23 21 LDX #$2123 ; Clear $2123 to $212E $80/B6B6 A9 0C LDA #$0C $80/B6B8 74 00 STZ $00,x $80/B6BA E8 INX $80/B6BB 3A DEC A $80/B6BC D0 FA BNE $FA [$B6B8] $80/B6BE A2 30 21 LDX #$2130 $80/B6C1 A9 30 LDA #$30 $80/B6C3 95 00 STA $00,x ; $2130 - Color Addition $80/B6C5 74 01 STZ $01,x ; $2131 - Color Subtraction $80/B6C7 A9 E0 LDA #$E0 $80/B6C9 95 02 STA $02,x ; $2132 - Fixed Color Data $80/B6CB 74 03 STZ $03,x ; $2133 - Screen Mode/Video Select
And then proceeds on the next part
$80/B6CD Set up $7F Clear DMA
$80/B6CD A0 00 00 LDY #$0000 ; Transfer $10000 Byte $80/B6D0 8C 05 43 STY $4305 $80/B6D3 A0 00 00 LDY #$0000 ; Destination: #$7F:0000 $80/B6D6 38 SEC $80/B6D7 A2 F1 B6 LDX #$B6F1 ; Position of the Clear Byte: $80/B6F1 $80/B6DA A9 80 LDA #$80 $80/B6DC 20 AB 9D JSR $9DAB ; Fixed WRAM Clear DMA
$80/B6DF Set up VRAM Clear DMA
$80/B6DF A0 00 00 LDY #$0000 ; Transfer $10000 Byte $80/B6E2 8C 05 43 STY $4305 $80/B6E5 A0 00 00 LDY #$0000 ; (VRAM-)Destination: #0000 $80/B6E8 A2 F1 B6 LDX #$B6F1 ; Position of the Clear Byte: $80/B6F1 $80/B6EB A9 80 LDA #$80 $80/B6ED 20 89 9D JSR $9D89 ; Fixed VRAM Clear DMA $80/B6F0 60 RTS
$80/B6FA Clear OAM Buffers
$80/B6FA C2 20 REP #$20 $80/B6FC A9 00 E8 LDA #$E800 ; Clear Value for OAM Low Table Buffer $80/B6FF A2 00 01 LDX #$0100 ; Start Address of the Low Table of OAM Buffer 1 $80/B702 A0 80 00 LDY #$0080 ; Number of Sprites - All Sprites $80/B705 95 00 STA $00,x ; Clear OAM Buffer 1 Low Table $80/B707 E8 INX $80/B708 E8 INX $80/B709 74 00 STZ $00,x $80/B70B E8 INX $80/B70C E8 INX $80/B70D 88 DEY ; Decrement Loop Counter $80/B70E D0 F5 BNE $F5 ; [$B705] Loop $80/B710 E2 20 SEP #$20 $80/B712 A2 00 03 LDX #$0300 ; Start Address of the High Table of OAM Buffer 1 $80/B715 A0 20 00 LDY #$0020 ; Number of Bytes to do / High Table Size $80/B718 74 00 STZ $00,x ; Clear OAM Buffer 1 High Table $80/B71A E8 INX $80/B71B 88 DEY $80/B71C D0 FA BNE $FA ; [$B718] $80/B71E C2 20 REP #$20 $80/B720 A9 00 E8 LDA #$E800 ; Clear Value for OAM Low Table Buffer $80/B723 A2 20 03 LDX #$0320 ; Start Address of the Low Table of OAM Buffer 2 $80/B726 A0 80 00 LDY #$0080 $80/B729 95 00 STA $00,x ; Clear OAM Buffer 2 Low Table $80/B72B E8 INX $80/B72C E8 INX $80/B72D 74 00 STZ $00,x $80/B72F E8 INX $80/B730 E8 INX $80/B731 88 DEY $80/B732 D0 F5 BNE $F5 ; [$B729] $80/B734 E2 20 SEP #$20 $80/B736 A2 20 05 LDX #$0520 ; Start Address of the High Table of OAM Buffer 2 $80/B739 A0 20 00 LDY #$0020 $80/B73C 74 00 STZ $00,x ; Clear OAM Buffer 2 High Table $80/B73E E8 INX $80/B73F 88 DEY $80/B740 D0 FA BNE $FA ; [$B73C] $80/B742 A9 01 LDA #$01 ; Set Flag for an OAM Update $80/B744 8D 40 05 STA $0540 $80/B747 A9 80 LDA #$80 ; Number of Free sprites in $320(?) $80/B749 8D 41 05 STA $0541 $80/B74C A2 20 00 LDX #$0020 ; ??? Number of used Sprites in $0100 = $20, $0320 = $00??? $80/B74F 8E 43 05 STX $0543 $80/B752 A2 20 03 LDX #$0320 ; Set the OAM buffer to $0320 $80/B755 8E 45 05 STX $0545 $80/B758 60 RTS
$80/B9BA ?
This subroutine checks all values from $0603 to $0642. If the value in these registers is something else than #$00 or #$C9, it uses that value as index for the Jump Table in the subroutine below this one.
$80/B9BA A2 00 00 LDX #$0000 ; Clear Load Index/Loop counter $80/B9BD BD 03 06 LDA $0603,x[$80:0603] A:E801 X:0000 Y:0320 P:envMxdiZC $80/B9C0 F0 07 BEQ $07 ; [$B9C9] Leave out subroutine if value is #$00 $80/B9C2 C9 C9 CMP #$C9 $80/B9C4 F0 03 BEQ $03 ; [$B9C9] Leave out subroutine if value is #$C9 $80/B9C6 20 D1 B9 JSR $B9D1 ; [$80:B9D1] ? (Use Jump Table) $80/B9C9 E8 INX ; Increment Load Index/Loop counter twice $80/B9CA E8 INX $80/B9CB E0 40 00 CPX #$0040 ; Is the maximum value reached? $80/B9CE 90 ED BCC $ED ; [$B9BD] Loop $80/B9D0 60 RTS
$80/B9D1 Use Jump Table
$80/B9D1 86 3B STX $3B ; Buffer X value $80/B9D3 7B TDC A:A1CA X:000C Y:0002 P:envMxdizC $80/B9D4 BD C3 08 LDA $08C3,x[$80:08CF] A:0000 X:000C Y:0002 P:envMxdiZC $80/B9D7 0A ASL A A:0003 X:000C Y:0002 P:envMxdizC $80/B9D8 A8 TAY A:0006 X:000C Y:0002 P:envMxdizc $80/B9D9 BE E3 B9 LDX $B9E3,y[$80:B9E9] A:0006 X:000C Y:0006 P:envMxdizc $80/B9DC 86 00 STX $00 [$00:0000] A:0006 X:BC4F Y:0006 P:eNvMxdizc $80/B9DE A6 3B LDX $3B ; Restore X value $80/B9E0 6C 00 00 JMP ($0000)[$80:BC4F] A:0006 X:000C Y:0006 P:envMxdizc
$80/B9E3 Jump Table to $80/B9D1
75 BA B2 BA DB BA 4F BC 81 BA 51 BD 5C BD 63 BD 67 BD 6E BD 78 BD 87 BD E0 BC 21 BD 94 BD 89 BA BE BD FF BD 1D BE 89 BA 89 BA 50 BE 63 BE 6D BE 76 BE 8E BA A3 BE AB BE 8E BE 95 BE B9 BE D5 BE 08 BF 1C BF B9 BE D5 BE 25 BF B9 BE 39 BF 71 BF B9 BE D5 BE 82 BF 13 C0 DD C0 0B C1 89 BA 97 BA 9F BB 44 BB 99 BB 78 C0 AC C0 D4 C0 89 BA 89 BA 4B C1 51 C1 57 C1 5E C1 64 C1 44 BD 22 C0 39 C0 6B C0 6F C0 89 BA 89 BA 89 BA 89 BA EF BF 0A C0 B5 BE
$80/E009 $05C0 Jump Table
$80/E009 AD C0 05 LDA $05C0 ; Load $05C0 $80/E00C EB XBA ; Clear High Byte $80/E00D A9 00 LDA #$00 $80/E00F EB XBA $80/E010 0A ASL A ; Multiply by 2 $80/E011 AA TAX ; Transfer to X $80/E012 7C 15 E0 JMP ($E015,x) ; Use the Jump Table
$80/E015 Jump Table for $80/E009
1B E0 Entry #$00 - $E01B - Check Buttons in Cursor Move Mode 06 E1 Entry #$01 - $E160 - 56 E2 Entry #$02 - $E256 -
$80/E01B BATTLE: Check Buttons in Cursor Move Mode
$80/E01B AD C2 05 LDA $05C2 [$80:05C2] A:0000 X:0000 Y:000A P:envMxdiZc $80/E01E D0 67 BNE $67 [$E087] A:0000 X:0000 Y:000A P:envMxdiZc $80/E020 20 DF 98 JSR $98DF [$80:98DF] A:0000 X:0000 Y:000A P:envMxdiZc $80/E023 B0 62 BCS $62 [$E087] A:0050 X:0000 Y:000A P:envMxdiZc $80/E025 AD 66 05 LDA $0566 ; Was the B Button pushed? $80/E028 89 80 BIT #$80 $80/E02A F0 1B BEQ $1B ; [$E047] Branch if not $80/E02C 22 42 F9 80 JSL $80F942 ; Long Jump to Which Figure is the Cursor Pointing on $80/E030 90 03 BCC $03 [$E035] A:0032 X:0000 Y:000A P:eNvMxdizc
- Code is missing here
$80/E035 BD DE 19 LDA $19DE,x ; Check Figure's Status Effects(!?) $80/E038 89 03 BIT #$03 A:0000 X:0000 Y:000A P:envMxdiZc $80/E03A D0 0B BNE $0B ; [$E047] Exit this part and go on to the next button $80/E03C 20 92 FA JSR $FA92 ; Play Sound Effect Number #$02 $80/E03F 22 9F 84 9B JSL $9B849F
$80/E047 AD 65 05 LDA $0565 ; Was the A Button pushed? $80/E04A 89 80 BIT #$80 $80/E04C F0 03 BEQ $03 ; [$E051] Branch if not $80/E04E 4C AA E0 JMP $E0AA ; ??? Open the Battle Stats Menu? $80/E051 89 40 BIT #$40 ; Was the X Button pushed? $80/E053 D0 3A BNE $3A ; [$E08F] Branch if it IS $80/E055 AD 66 05 LDA $0566 [$80:0566] A:0000 X:0000 Y:000A P:envMxdiZc $80/E058 89 20 BIT #$20 $80/E05A F0 0A BEQ $0A ; [$E066] Branch if not
- Code is missing here
$80/E066 20 9D 98 JSR $989D [$80:989D] A:0000 X:0000 Y:000A P:envMxdiZc $80/E069 90 1C BCC $1C [$E087] A:0000 X:0000 Y:000A P:envMxdiZc
- Code is missing here
$80/E087 A5 60 LDA $60 [$00:0060] A:0000 X:0000 Y:000A P:envMxdiZc $80/E089 F0 03 BEQ $03 [$E08E] A:0001 X:0000 Y:000A P:envMxdizc $80/E08B 20 44 F8 JSR $F844 [$80:F844] A:0001 X:0000 Y:000A P:envMxdizc $80/E08E 60 RTS A:0000 X:003E Y:0002 P:eNvMxdizc
$80/F6DF BATTLE: Set the Cursor's Sprites to it's new position?
$80/F6DF 20 34 F7 JSR $F734 ; Get the Height's Map Address of the rhomb the Cursor points to $80/F6E2 BF 00 D8 7F LDA $7FD800,x ; Load the height of the rhomb the cursor points on $80/F6E6 F0 01 BEQ $01 ; [$F6E9] Decrement the value if it isn't zero $80/F6E8 3A DEC A $80/F6E9 85 65 STA $65 ; Store in $65 ("Cursor Height" storage) $80/F6EB 64 66 STZ $66 ; Clear $66 (only used in 16-bit calculation with $65?) $80/F6ED A2 3C 00 LDX #$003C ; Write Index for the second last figure (Rhomb Marker) $80/F6F0 A0 3E 00 LDY #$003E ; Write Index for the last figure (Pointing Hand) $80/F6F3 A9 7F LDA #$7F A:0006 X:003C Y:003E P:envMxdizc $80/F6F5 9D 03 0A STA $0A03,x[$80:0A3F] A:007F X:003C Y:003E P:envMxdizc $80/F6F8 99 03 0A STA $0A03,y[$80:0A41] A:007F X:003C Y:003E P:envMxdizc $80/F6FB 9D 43 0A STA $0A43,x[$80:0A7F] A:007F X:003C Y:003E P:envMxdizc $80/F6FE 99 43 0A STA $0A43,y[$80:0A81] A:007F X:003C Y:003E P:envMxdizc $80/F701 A9 00 LDA #$00 A:007F X:003C Y:003E P:envMxdizc $80/F703 9D 83 0A STA $0A83,x[$80:0ABF] A:0000 X:003C Y:003E P:envMxdiZc $80/F706 99 83 0A STA $0A83,y[$80:0AC1] A:0000 X:003C Y:003E P:envMxdiZc $80/F709 A5 61 LDA $61 ; Cursor Position - NW to SE Axis $80/F70B 9D 04 0A STA $0A04,x[$80:0A40] A:000B X:003C Y:003E P:envMxdizc $80/F70E 99 04 0A STA $0A04,y[$80:0A42] A:000B X:003C Y:003E P:envMxdizc $80/F711 9D 43 09 STA $0943,x[$80:097F] A:000B X:003C Y:003E P:envMxdizc $80/F714 99 43 09 STA $0943,y[$80:0981] A:000B X:003C Y:003E P:envMxdizc $80/F717 A5 63 LDA $63 ; Cursor Position - NE to SW Axis $80/F719 9D 44 0A STA $0A44,x[$80:0A80] A:0001 X:003C Y:003E P:envMxdizc $80/F71C 99 44 0A STA $0A44,y[$80:0A82] A:0001 X:003C Y:003E P:envMxdizc $80/F71F 9D 44 09 STA $0944,x[$80:0980] A:0001 X:003C Y:003E P:envMxdizc $80/F722 99 44 09 STA $0944,y[$80:0982] A:0001 X:003C Y:003E P:envMxdizc $80/F725 A5 65 LDA $65 ; Cursor Height $80/F727 0A ASL A A:0006 X:003C Y:003E P:envMxdizc $80/F728 9D 84 0A STA $0A84,x[$80:0AC0] A:000C X:003C Y:003E P:envMxdizc $80/F72B 69 06 ADC #$06 A:000C X:003C Y:003E P:envMxdizc $80/F72D 99 84 0A STA $0A84,y[$80:0AC2] A:0012 X:003C Y:003E P:envMxdizc $80/F730 20 21 9A JSR $9A21 ; Calculate the Global Cursor Position from it's Position on Map $80/F733 60 RTS
$80/F734 BATTLE: Get the Map Address of the Rhomb the Cursor points to
If you enter Battle, the program sets up several Maps on Bank $7F, which are all structured the same, for example the Height Map at $7F/D800. This is the map where the height of each Rhomb on the Battle Map is stored.
This subroutine turns the current position of the cursor into the offset for the corresponding entry on any of the the Maps. This is used for example on the Height Map to position the cursor on screen - depending on the Rhomb's height, the cursor has to be higher or lower on the screen.
These Maps have Rows and Columns. Each Row is $20 bytes long and contains all Rhombs with the same position on the NE-SW-Axis. This is why the calculation takes the NE-SW-Axis position and multiplies it by 20.
X will contain the result in the end.
$80/F734 7B TDC ; Clear 16-bit A $80/F735 A5 63 LDA $63 ; Load Cursor Position (NE-SW-Axis) $80/F737 C2 20 REP #$20 ; A = 16-bit $80/F739 EB XBA ; Multiply by 20 $80/F73A 4A LSR A $80/F73B 4A LSR A $80/F73C 4A LSR A $80/F73D E2 20 SEP #$20 ; A = 8-bit $80/F73F 05 61 ORA $61 ; Add the Cursor Position on the NW-SE-Axis $80/F741 AA TAX ; Transfer the result in X $80/F742 60 RTS
$80/F844 BATTLE: Changing Cursor Position something something
Part to F84C (including that line) is executed when Cursor is idle
The other stuff is executed when moved
$80/F844 7B TDC ; Clear 16-bit A $80/F845 AD 68 05 LDA $0568 ; Load High Byte of Inputs that are actually worked off $80/F848 29 0F AND #$0F ; Exempt the D-Pad Inputs $80/F84A D0 03 BNE $03 ; [$F84F] Branch if there ARE directional inputs $80/F84C 4C E4 F8 JMP $F8E4 ; Jump to the last part of this subroutine (consider this as a long branch) $80/F84F A8 TAY ; Transfer the Directional Inputs in Y $80/F850 A5 63 LDA $63 ; 16-bit A contains the current cursors position after this $80/F852 EB XBA ; High Byte: Position on the NE-SW-Axis $80/F853 A5 61 LDA $61 ; Low Byte: Position on the NW-SE-Axis $80/F855 AA TAX ; Transfer it to X $80/F856 DA PHX ; ... and BUFFER IT ON STACK (gets important later) $80/F857 7B TDC ; Clear 16-bit-A $80/F858 A5 48 LDA $48 ; Load Cursor Move Type $80/F85A 29 03 AND #$03 ; Exempt the Bits for the Cursor Move Type $80/F85C 0A ASL A ; Use it as Index for the Jump Table beneath $80/F85D AA TAX $80/F85E 7C 61 F8 JMP ($F861,x) ; Jump to the Handler of the Input corresponding to the Cursor Move Type
$80/F861 BATTLE: Jump Table for $80/F844
99 F8 - Entry #$00 - $F899 - Cursor Move Type C Input Handler (No changes to the value in Y) 69 F8 - Entry #$01 - $F869 - Cursor Move Type A Input Handler 6F F8 - Entry #$02 - $F86F - Cursor Move Type B Input Handler 75 F8 - Entry #$03 - $F875 - Cursor Move Type D Input Handler
$80/F869 BATTLE: Turn Input from Cursor Move Type A to Type C
This turns the value in Y into another value; the Original value in Y is standard Input Data; the table at $F912 turn it around according to the Type A Cursor Setting.
$80/F869 B9 12 F9 LDA $F912,y ; Load Value $80/F86C A8 TAY ; Transfer to Y $80/F86D 80 2A BRA $2A ; [$F899]
$80/F86F BATTLE: Turn Input from Cursor Move Type B to Type C
This turns the value in Y into another value; the Original value in Y is standard Input Data; the table at $F922 turn it around according to the Type A Cursor Setting.
$80/F86F B9 22 F9 LDA $F922,y ; Load Value $80/F872 A8 TAY ; Transfer to Y $80/F873 80 24 BRA $24 ; [$F899]
$80/F899 BATTLE: Changing Cursor Position something something
$80/F899 84 00 STY $00 ; Buffer Joypad Input $80/F89B A4 00 LDY $00 ; Load Joypad Input (this line could be removed?) $80/F89D B9 F2 F8 LDA $F8F2,y ; Load the +1/-1 for the new NW-SE-Axis-position $80/F8A0 18 CLC $80/F8A1 65 61 ADC $61 ; Add current NW-SE-Axis-position $80/F8A3 F0 07 BEQ $07 ; [$F8AC] Branch (skip Position Update) if new position would be off-border (too low) $80/F8A5 CD C8 16 CMP $16C8 ; Compare to the NW-SE-Width of the Map $80/F8A8 B0 02 BCS $02 ; [$F8AC] Branch (skip Position Update) if new position would be off-border (too high) $80/F8AA 85 61 STA $61 ; Update Position on the NW-SE-Axis $80/F8AC B9 02 F9 LDA $F902,y ; Load the +1/-1 for the new NE-SW-Axis-position $80/F8AF 18 CLC $80/F8B0 65 63 ADC $63 ; Add current NW-SE-Axis-position $80/F8B2 F0 07 BEQ $07 ; [$F8BB] Branch (skip Position Update) if new position would be off-border (too low) $80/F8B4 CD CA 16 CMP $16CA ; Width of the Map on the NE-SW-Axis $80/F8B7 B0 02 BCS $02 ; [$F8BB] Branch (skip Position Update) if new position would be off-border (too high) $80/F8B9 85 63 STA $63 ; Update Position on the NE-SW-Axis $80/F8BB 20 DF F6 JSR $F6DF [$80:F6DF] A:0001 X:0002 Y:0009 P:eNvMxdizc $80/F8BE FA PLX ; Pull the old Cursor Position from Stack (see $80/F850) $80/F8BF 86 00 STX $00 ; Temp-Store it in $00 $80/F8C1 A5 63 LDA $63 ; Calculate the current Cursor Position according to the same pattern $80/F8C3 EB XBA $80/F8C4 A5 61 LDA $61 $80/F8C6 AA TAX ; Transfer it to X $80/F8C7 E4 00 CPX $00 ; Compare Old and New Position $80/F8C9 F0 19 BEQ $19 ; [$F8E4] ? Branch if they're the same $80/F8CB A5 47 LDA $47 ; Load Constant Menu Display Flag - clear if deactivated $80/F8CD 0D F4 16 ORA $16F4 [$80:16F4] A:0100 X:010B Y:003E P:envMxdiZc $80/F8D0 F0 12 BEQ $12 [$F8E4] A:0100 X:010B Y:003E P:envMxdiZc
- Code is missing here
$80/F8E4 A2 3E 00 LDX #$003E A:0000 X:0000 Y:000A P:envMxdiZc $80/F8E7 86 3B STX $3B [$00:003B] A:0000 X:003E Y:000A P:envMxdizc $80/F8E9 22 4C 96 84 JSL $84964C[$84:964C] A:0000 X:003E Y:000A P:envMxdizc $80/F8ED 22 F3 BB 82 JSL $82BBF3[$82:BBF3] A:0002 X:003E Y:0002 P:eNvMxdizc $80/F8F1 60 RTS A:0000 X:003E Y:0002 P:eNvMxdizc
$80/F8F2 Table of Values added to the NW to SE Axis Value
00 --- Entry #$00 - No Direction (should be never executed) 01 --- Entry #$01 - Move RIGHT FF --- Entry #$02 - Move LEFT 00 --- Entry #$03 - Move LEFT RIGHT (never possible on actual hardware) 01 --- Entry #$04 - Move DOWN 01 --- Entry #$05 - Move DOWN RIGHT 00 --- Entry #$06 - Move DOWN LEFT 00 --- Entry #$07 - Move DOWN LEFT RIGHT (never possible on actual hardware) FF --- Entry #$08 - Move UP 00 --- Entry #$09 - Move UP RIGHT FF --- Entry #$0A - Move UP LEFT 00 --- Entry #$0B - Move UP LEFT RIGHT (never possible on actual hardware) 00 --- Entry #$0C - Move UP DOWN (never possible on actual hardware) 00 --- Entry #$0D - Move UP DOWN RIGHT (never possible on actual hardware) 00 --- Entry #$0E - Move UP DOWN LEFT (never possible on actual hardware) 00 --- Entry #$0F - Move UP DOWN LEFT RIGHT (never possible on actual hardware)
$80/F902 Table of Values added to the NE to WE Axis Value
00 --- Entry #$00 - No Direction (should be never executed) FF --- Entry #$01 - Move RIGHT 01 --- Entry #$02 - Move LEFT 00 --- Entry #$03 - Move LEFT RIGHT (never possible on actual hardware) 01 --- Entry #$04 - Move DOWN 00 --- Entry #$05 - Move DOWN RIGHT 01 --- Entry #$06 - Move DOWN LEFT 00 --- Entry #$07 - Move DOWN LEFT RIGHT (never possible on actual hardware) FF --- Entry #$08 - Move UP FF --- Entry #$09 - Move UP RIGHT 00 --- Entry #$0A - Move UP LEFT 00 --- Entry #$0B - Move UP LEFT RIGHT (never possible on actual hardware) 00 --- Entry #$0C - Move UP DOWN (never possible on actual hardware) 00 --- Entry #$0D - Move UP DOWN RIGHT (never possible on actual hardware) 00 --- Entry #$0E - Move UP DOWN LEFT (never possible on actual hardware) 00 --- Entry #$0F - Move UP DOWN LEFT RIGHT (never possible on actual hardware)
$80/F912 Cursor Move Type A Table for $80/F869
00 --- Entry #$00 - %0000.0000 - No input (should be never executed) 05 --- Entry #$01 - %0000.0011 - Input RIGHT 0A --- Entry #$02 - %0000.1010 - Input LEFT 00 --- Entry #$03 - %0000.0000 - Input LEFT RIGHT (never possible on actual hardware) 06 --- Entry #$04 - %0000.0110 - Input DOWN 04 --- Entry #$05 - %0000.0100 - Input DOWN RIGHT 02 --- Entry #$06 - %0000.0010 - Input DOWN LEFT 00 --- Entry #$07 - %0000.0000 - Input DOWN LEFT RIGHT (never possible on actual hardware) 09 --- Entry #$08 - %0000.1001 - Input UP 01 --- Entry #$09 - %0000.0001 - Input UP RIGHT 08 --- Entry #$0A - %0000.1000 - Input UP LEFT 00 --- Entry #$0B - %0000.0000 - Input UP LEFT RIGHT (never possible on actual hardware) 00 --- Entry #$0C - %0000.0000 - Input UP DOWN (never possible on actual hardware) 00 --- Entry #$0D - %0000.0000 - Input UP DOWN RIGHT (never possible on actual hardware) 00 --- Entry #$0E - %0000.0000 - Input UP DOWN LEFT (never possible on actual hardware) 00 --- Entry #$0F - %0000.0000 - Input UP DOWN LEFT RIGHT (never possible on actual hardware)
$80/F922 Cursor Move Type B Table for $80/F869
00 --- Entry #$00 - %0000.0000 - No input (should be never executed) 09 --- Entry #$01 - %0000.1001 - Input RIGHT 06 --- Entry #$02 - %0000.0110 - Input LEFT 00 --- Entry #$03 - %0000.0000 - Input LEFT RIGHT (never possible on actual hardware) 05 --- Entry #$04 - %0000.0011 - Input DOWN 01 --- Entry #$05 - %0000.0001 - Input DOWN RIGHT 04 --- Entry #$06 - %0000.0100 - Input DOWN LEFT 00 --- Entry #$07 - %0000.0000 - Input DOWN LEFT RIGHT (never possible on actual hardware) 0A --- Entry #$08 - %0000.1010 - Input UP 08 --- Entry #$09 - %0000.1000 - Input UP RIGHT 02 --- Entry #$0A - %0000.0010 - Input UP LEFT 00 --- Entry #$0B - %0000.0000 - Input UP LEFT RIGHT (never possible on actual hardware) 00 --- Entry #$0C - %0000.0000 - Input UP DOWN (never possible on actual hardware) 00 --- Entry #$0D - %0000.0000 - Input UP DOWN RIGHT (never possible on actual hardware) 00 --- Entry #$0E - %0000.0000 - Input UP DOWN LEFT (never possible on actual hardware) 00 --- Entry #$0F - %0000.0000 - Input UP DOWN LEFT RIGHT (never possible on actual hardware)
$80/F932 Table 5 for $80/F869
00 --- Entry #$00 01 --- Entry #$01 02 --- Entry #$02 00 --- Entry #$03 04 --- Entry #$04 00 --- Entry #$05 00 --- Entry #$06 00 --- Entry #$07 08 --- Entry #$08 00 --- Entry #$09 00 --- Entry #$0A 00 --- Entry #$0B 00 --- Entry #$0C 00 --- Entry #$0D 00 --- Entry #$0E 00 --- Entry #$0F
$80/F942 Long Jump to Which Figure is the Cursor Pointing on
$80/F942 8B PHB ; Preserve Data Bank $80/F943 4B PHK ; Set Data Bank to $80 $80/F944 AB PLB $80/F945 20 4A F9 JSR $F94A ; Which Figure is the Cursor Pointing on $80/F948 AB PLB ; Restore Buffered Data Bank $80/F949 6B RTL
$80/F94A Which Figure is the Cursor Pointing on
$39 contains the number of the Figure after this.
A will contain the Graphic Set number of that Figure
$80/F94A 20 34 F7 JSR $F734 ; Get the Map Address of the Rhomb the Cursor points to $80/F94D 7B TDC ; Clear 16-bit A --- Map Address is in X, too $80/F94E BF 00 DC 7F LDA $7FDC00,x ; Load the Number of the Figure the Cursor points on $80/F952 30 0C BMI $0C ; [$F960] Branch if #$FF (Pointing on no figure) $80/F954 AA TAX ; Transfer the Map Value in X $80/F955 86 39 STX $39 ; Buffer Figure Number in $39 $80/F957 BD AE 17 LDA $17AE,x ; Load Graphic Set Number of this Figure $80/F95A C9 F0 CMP #$F0 ; ??? $80/F95C B0 07 BCS $07 ; [$F965] Branch if #$F0 or higher $80/F95E 18 CLC ; ??? $80/F95F 60 RTS
$80/FA92 Play Sound Effect #$02
$80/FA92 A9 02 LDA #$02 ; Sound Effect #$02 $80/FA94 4C B1 FA JMP $FAB1 ; Play Sound Effect
$80/FAB1 Play Sound Effect
A contains the number of the Sound Effect that is to be played.
$80/FAB1 48 PHA ; Buffer Number of the Sound Effect to play $80/FAB2 A5 57 LDA $57 ; Check if Sound Effects are turned off $80/FAB4 F0 04 BEQ $04 ; [$FABA] Branch if Sound Effects are turned off ($57 = #$00) $80/FAB6 68 PLA ; Pull Number of Sound Effect to play $80/FAB7 85 F6 STA $F6 ; Transfer to $2141 - Play Sound Effect $80/FAB9 60 RTS
Bank $81
$81/8AC8 ?
$81/8AC8 7B TDC A:A110 X:00FF Y:00FF P:envMxdiZC $81/8AC9 AA TAX A:0000 X:00FF Y:00FF P:envMxdiZC $81/8ACA 86 B2 STX $B2 [$00:00B2] A:0000 X:0000 Y:00FF P:envMxdiZC $81/8ACC 64 C0 STZ $C0 [$00:00C0] A:0000 X:0000 Y:00FF P:envMxdiZC $81/8ACE A2 63 00 LDX #$0063 A:0000 X:0000 Y:00FF P:envMxdiZC $81/8AD1 86 B5 STX $B5 [$00:00B5] A:0000 X:0063 Y:00FF P:envMxdizC $81/8AD3 64 B7 STZ $B7 [$00:00B7] A:0000 X:0063 Y:00FF P:envMxdizC $81/8AD5 A9 01 LDA #$01 A:0000 X:0063 Y:00FF P:envMxdizC $81/8AD7 85 B4 STA $B4 [$00:00B4] A:0001 X:0063 Y:00FF P:envMxdizC $81/8AD9 22 53 8B 81 JSL $818B53[$81:8B53] A:0001 X:0063 Y:00FF P:envMxdizC $81/8ADD 64 C1 STZ $C1 [$00:00C1] A:0000 X:0001 Y:00FF P:envMxdiZC $81/8ADF A9 B8 LDA #$B8 A:0000 X:0001 Y:00FF P:envMxdiZC $81/8AE1 14 A4 TRB $A4 [$00:00A4] A:00B8 X:0001 Y:00FF P:eNvMxdizC $81/8AE3 6B RTL A:00B8 X:0001 Y:00FF P:eNvMxdiZC
$81/8B53 ?
$81/8B53 7B TDC A:0001 X:0063 Y:00FF P:envMxdizC $81/8B54 A5 50 LDA $50 [$00:0050] A:0000 X:0063 Y:00FF P:envMxdiZC $81/8B56 AA TAX A:0001 X:0063 Y:00FF P:envMxdizC $81/8B57 BF 5E 8B 81 LDA $818B5E,x[$81:8B5F] A:0001 X:0001 Y:00FF P:envMxdizC $81/8B5B 85 B1 STA $B1 [$00:00B1] A:0000 X:0001 Y:00FF P:envMxdiZC $81/8B5D 6B RTL A:0000 X:0001 Y:00FF P:envMxdiZC
$81/8B5E ? Table for the subroutine above
Table for the subroutine above
$81/E2C2 ?
$81/E2C2 8B PHB A:000F X:BEBE Y:01FE P:envMxdizc $81/E2C3 4B PHK A:000F X:BEBE Y:01FE P:envMxdizc $81/E2C4 AB PLB A:000F X:BEBE Y:01FE P:envMxdizc $81/E2C5 C2 21 REP #$21 A:000F X:BEBE Y:01FE P:eNvMxdizc $81/E2C7 29 FF 00 AND #$00FF A:000F X:BEBE Y:01FE P:eNvmxdizc $81/E2CA 0A ASL A A:000F X:BEBE Y:01FE P:envmxdizc $81/E2CB AA TAX A:001E X:BEBE Y:01FE P:envmxdizc $81/E2CC BF 31 E3 81 LDA $81E331,x[$81:E34F] A:001E X:001E Y:01FE P:envmxdizc $81/E2D0 AA TAX A:E3C5 X:001E Y:01FE P:eNvmxdizc $81/E2D1 E2 20 SEP #$20 A:E3C5 X:E3C5 Y:01FE P:eNvmxdizc $81/E2D3 A0 00 00 LDY #$0000 A:E3C5 X:E3C5 Y:01FE P:eNvMxdizc $81/E2D6 BD 00 00 LDA $0000,x[$81:E3C5] A:E3C5 X:E3C5 Y:0000 P:envMxdiZc $81/E2D9 97 23 STA [$23],y[$7E:BEBE] A:E303 X:E3C5 Y:0000 P:envMxdizc $81/E2DB 85 00 STA $00 [$00:0000] A:E303 X:E3C5 Y:0000 P:envMxdizc $81/E2DD C8 INY A:E303 X:E3C5 Y:0000 P:envMxdizc $81/E2DE E8 INX A:E303 X:E3C5 Y:0001 P:envMxdizc $81/E2DF C2 21 REP #$21 A:E303 X:E3C6 Y:0001 P:eNvMxdizc $81/E2E1 BD 00 00 LDA $0000,x[$81:E3C6] A:E303 X:E3C6 Y:0001 P:eNvmxdizc $81/E2E4 97 23 STA [$23],y[$7E:BEBF] A:0000 X:E3C6 Y:0001 P:envmxdiZc $81/E2E6 C8 INY A:0000 X:E3C6 Y:0001 P:envmxdiZc $81/E2E7 C8 INY A:0000 X:E3C6 Y:0002 P:envmxdizc $81/E2E8 BD 02 00 LDA $0002,x[$81:E3C8] A:0000 X:E3C6 Y:0003 P:envmxdizc $81/E2EB 0A ASL A A:070E X:E3C6 Y:0003 P:envmxdizc $81/E2EC DA PHX A:0E1C X:E3C6 Y:0003 P:envmxdizc $81/E2ED AA TAX A:0E1C X:E3C6 Y:0003 P:envmxdizc $81/E2EE BF 96 C0 8C LDA $8CC096,x[$8C:CEB2] A:0E1C X:0E1C Y:0003 P:envmxdizc $81/E2F2 FA PLX A:A6AA X:0E1C Y:0003 P:eNvmxdizc $81/E2F3 97 23 STA [$23],y[$7E:BEC1] A:A6AA X:E3C6 Y:0003 P:eNvmxdizc $81/E2F5 C8 INY A:A6AA X:E3C6 Y:0003 P:eNvmxdizc $81/E2F6 C8 INY A:A6AA X:E3C6 Y:0004 P:envmxdizc $81/E2F7 E2 20 SEP #$20 A:A6AA X:E3C6 Y:0005 P:envmxdizc $81/E2F9 A9 8C LDA #$8C A:A6AA X:E3C6 Y:0005 P:envMxdizc $81/E2FB 97 23 STA [$23],y[$7E:BEC3] A:A68C X:E3C6 Y:0005 P:eNvMxdizc $81/E2FD C8 INY A:A68C X:E3C6 Y:0005 P:eNvMxdizc $81/E2FE 7B TDC A:A68C X:E3C6 Y:0006 P:envMxdizc $81/E2FF C2 20 REP #$20 A:0000 X:E3C6 Y:0006 P:envMxdiZc $81/E301 46 02 LSR $02 [$00:0002] A:0000 X:E3C6 Y:0006 P:envmxdiZc $81/E303 E2 20 SEP #$20 A:0000 X:E3C6 Y:0006 P:envmxdiZc $81/E305 69 00 ADC #$00 A:0000 X:E3C6 Y:0006 P:envMxdiZc $81/E307 97 23 STA [$23],y[$7E:BEC4] A:0000 X:E3C6 Y:0006 P:envMxdiZc $81/E309 C8 INY A:0000 X:E3C6 Y:0006 P:envMxdiZc $81/E30A C2 20 REP #$20 A:0000 X:E3C6 Y:0007 P:envMxdizc $81/E30C BD 04 00 LDA $0004,x[$81:E3CA] A:0000 X:E3C6 Y:0007 P:envmxdizc $81/E30F 0A ASL A A:070A X:E3C6 Y:0007 P:envmxdizc $81/E310 DA PHX A:0E14 X:E3C6 Y:0007 P:envmxdizc $81/E311 AA TAX A:0E14 X:E3C6 Y:0007 P:envmxdizc $81/E312 BF 96 C0 8C LDA $8CC096,x[$8C:CEAA] A:0E14 X:0E14 Y:0007 P:envmxdizc $81/E316 FA PLX A:A693 X:0E14 Y:0007 P:eNvmxdizc $81/E317 97 23 STA [$23],y[$7E:BEC5] A:A693 X:E3C6 Y:0007 P:eNvmxdizc $81/E319 C8 INY A:A693 X:E3C6 Y:0007 P:eNvmxdizc $81/E31A C8 INY A:A693 X:E3C6 Y:0008 P:envmxdizc $81/E31B E2 20 SEP #$20 A:A693 X:E3C6 Y:0009 P:envmxdizc $81/E31D A9 8C LDA #$8C A:A693 X:E3C6 Y:0009 P:envMxdizc $81/E31F 97 23 STA [$23],y[$7E:BEC7] A:A68C X:E3C6 Y:0009 P:eNvMxdizc $81/E321 C8 INY A:A68C X:E3C6 Y:0009 P:eNvMxdizc $81/E322 C2 21 REP #$21 A:A68C X:E3C6 Y:000A P:envMxdizc $81/E324 8A TXA A:A68C X:E3C6 Y:000A P:envmxdizc $81/E325 69 06 00 ADC #$0006 A:E3C6 X:E3C6 Y:000A P:eNvmxdizc $81/E328 AA TAX A:E3CC X:E3C6 Y:000A P:eNvmxdizc $81/E329 E2 20 SEP #$20 A:E3CC X:E3CC Y:000A P:eNvmxdizc $81/E32B C6 00 DEC $00 [$00:0000] A:E3CC X:E3CC Y:000A P:eNvMxdizc $81/E32D D0 B0 BNE $B0 [$E2DF] A:E3CC X:E3CC Y:000A P:envMxdizc $81/E32F AB PLB A:E3D8 X:E3D8 Y:001C P:envMxdiZc $81/E330 6B RTL A:E3D8 X:E3D8 Y:001C P:eNvMxdizc
$81/E331 ? Table for the subroutine above
Table for the subroutine above
$81/E836 ?
This clears $175F and alle registers from $176D to $1775.
$81/E836 9C 5F 17 STZ $175F [$80:175F] A:A108 X:00DC Y:0000 P:envMxdizC $81/E839 A2 00 B1 LDX #$B100 A:A108 X:00DC Y:0000 P:envMxdizC $81/E83C 8E 61 17 STX $1761 [$80:1761] A:A108 X:B100 Y:0000 P:eNvMxdizC $81/E83F A2 08 00 LDX #$0008 ; Setup Loop counter $81/E842 9E 6D 17 STZ $176D,x ; Clear $176D-$1775 $81/E845 CA DEX ; Decrement Loop counter $81/E846 10 FA BPL $FA ; [$E842] Loop $81/E848 6B RTL
$81/E849 ?
$81/E849 E2 10 SEP #$10 A:A108 X:FFFF Y:0000 P:eNvMxdizC $81/E84B A9 E0 LDA #$E0 A:A108 X:00FF Y:0000 P:eNvMXdizC $81/E84D 8F E0 B0 7E STA $7EB0E0[$7E:B0E0] A:A1E0 X:00FF Y:0000 P:eNvMXdizC $81/E851 A9 FF LDA #$FF A:A1E0 X:00FF Y:0000 P:eNvMXdizC $81/E853 8F E1 B0 7E STA $7EB0E1[$7E:B0E1] A:A1FF X:00FF Y:0000 P:eNvMXdizC $81/E857 A9 00 LDA #$00 A:A1FF X:00FF Y:0000 P:eNvMXdizC $81/E859 8F E2 B0 7E STA $7EB0E2[$7E:B0E2] A:A100 X:00FF Y:0000 P:envMXdiZC $81/E85D A9 03 LDA #$03 A:A100 X:00FF Y:0000 P:envMXdiZC $81/E85F 85 0E STA $0E [$00:000E] A:A103 X:00FF Y:0000 P:envMXdizC $81/E861 64 0F STZ $0F [$00:000F] A:A103 X:00FF Y:0000 P:envMXdizC $81/E863 A0 08 LDY #$08 A:A103 X:00FF Y:0000 P:envMXdizC $81/E865 B9 6D 17 LDA $176D,y[$80:1775] A:A103 X:00FF Y:0008 P:envMXdizC $81/E868 F0 16 BEQ $16 [$E880] A:A100 X:00FF Y:0008 P:envMXdiZC $81/E86A 85 01 STA $01 [$00:0001] A:0040 X:0000 Y:0001 P:enVMXdizc $81/E86C B9 64 17 LDA $1764,y[$7E:1765] A:0040 X:0000 Y:0001 P:enVMXdizc $81/E86F 85 00 STA $00 [$00:0000] A:004F X:0000 Y:0001 P:enVMXdizc $81/E871 B9 76 17 LDA $1776,y[$7E:1777] A:004F X:0000 Y:0001 P:enVMXdizc $81/E874 85 02 STA $02 [$00:0002] A:0058 X:0000 Y:0001 P:enVMXdizc $81/E876 B9 7F 17 LDA $177F,y[$7E:1780] A:0058 X:0000 Y:0001 P:enVMXdizc $81/E879 85 03 STA $03 [$00:0003] A:009F X:0000 Y:0001 P:eNVMXdizc $81/E87B 20 E6 E8 JSR $E8E6 [$81:E8E6] A:009F X:0000 Y:0001 P:eNVMXdizc $81/E87E E6 0F INC $0F [$00:000F] A:0000 X:0006 Y:0001 P:envMXdizc $81/E880 88 DEY A:A100 X:00FF Y:0008 P:envMXdiZC $81/E881 10 E2 BPL $E2 [$E865] A:A100 X:00FF Y:0007 P:envMXdizC $81/E883 A5 0F LDA $0F [$00:000F] A:A100 X:00FF Y:00FF P:eNvMXdizC $81/E885 F0 0E BEQ $0E [$E895] A:A100 X:00FF Y:00FF P:envMXdiZC $81/E887 A9 10 LDA #$10 A:0001 X:0006 Y:00FF P:envMXdizc $81/E889 0C B0 05 TSB $05B0 [$7E:05B0] A:0010 X:0006 Y:00FF P:envMXdizc $81/E88C C2 10 REP #$10 A:0010 X:0006 Y:00FF P:envMXdiZc $81/E88E 64 0F STZ $0F [$00:000F] A:0010 X:0006 Y:00FF P:envMxdiZc $81/E890 20 A6 E8 JSR $E8A6 [$81:E8A6] A:0010 X:0006 Y:00FF P:envMxdiZc $81/E893 80 08 BRA $08 [$E89D] A:0000 X:0009 Y:B109 P:envMxdizC $81/E895 A9 10 LDA #$10 A:A100 X:00FF Y:00FF P:envMXdiZC $81/E897 1C B0 05 TRB $05B0 [$80:05B0] A:A110 X:00FF Y:00FF P:envMXdizC $81/E89A C2 10 REP #$10 A:A110 X:00FF Y:00FF P:envMXdiZC $81/E89C 6B RTL A:A110 X:00FF Y:00FF P:envMxdiZC $81/E89D A9 01 LDA #$01 A:0000 X:0009 Y:B109 P:envMxdizC $81/E89F 8D 5F 17 STA $175F [$7E:175F] A:0001 X:0009 Y:B109 P:envMxdizC $81/E8A2 8D 60 17 STA $1760 [$7E:1760] A:0001 X:0009 Y:B109 P:envMxdizC $81/E8A5 6B RTL A:0001 X:0009 Y:B109 P:envMxdizC
$81/E8A6 ?
$81/E8A6 AC 61 17 LDY $1761 [$7E:1761] A:0010 X:0006 Y:00FF P:envMxdiZc $81/E8A9 8B PHB A:0010 X:0006 Y:B100 P:eNvMxdizc $81/E8AA A9 7E LDA #$7E A:0010 X:0006 Y:B100 P:eNvMxdizc $81/E8AC 48 PHA A:007E X:0006 Y:B100 P:envMxdizc $81/E8AD AB PLB A:007E X:0006 Y:B100 P:envMxdizc $81/E8AE 7B TDC A:007E X:0006 Y:B100 P:envMxdizc $81/E8AF AA TAX A:0000 X:0006 Y:B100 P:envMxdiZc $81/E8B0 BD E0 B0 LDA $B0E0,x[$7E:B0E0] A:0000 X:0000 Y:B100 P:envMxdiZc $81/E8B3 C9 80 CMP #$80 A:004F X:0000 Y:B100 P:envMxdizc $81/E8B5 90 02 BCC $02 [$E8B9] A:004F X:0000 Y:B100 P:eNvMxdizc $81/E8B9 99 00 00 STA $0000,y[$7E:B100] A:004F X:0000 Y:B100 P:eNvMxdizc $81/E8BC BD E1 B0 LDA $B0E1,x[$7E:B0E1] A:004F X:0000 Y:B100 P:eNvMxdizc $81/E8BF 99 01 00 STA $0001,y[$7E:B101] A:00FF X:0000 Y:B100 P:eNvMxdizc $81/E8C2 BD E2 B0 LDA $B0E2,x[$7E:B0E2] A:00FF X:0000 Y:B100 P:eNvMxdizc $81/E8C5 99 02 00 STA $0002,y[$7E:B102] A:0000 X:0000 Y:B100 P:envMxdiZc $81/E8C8 BD E0 B0 LDA $B0E0,x[$7E:B0E0] A:0000 X:0000 Y:B100 P:envMxdiZc $81/E8CB C9 80 CMP #$80 A:004F X:0000 Y:B100 P:envMxdizc $81/E8CD 90 07 BCC $07 [$E8D6] A:004F X:0000 Y:B100 P:eNvMxdizc $81/E8D6 E8 INX A:004F X:0000 Y:B100 P:eNvMxdizc $81/E8D7 E8 INX A:004F X:0001 Y:B100 P:envMxdizc $81/E8D8 E8 INX A:004F X:0002 Y:B100 P:envMxdizc $81/E8D9 C8 INY A:004F X:0003 Y:B100 P:envMxdizc $81/E8DA C8 INY A:004F X:0003 Y:B101 P:eNvMxdizc $81/E8DB C8 INY A:004F X:0003 Y:B102 P:eNvMxdizc $81/E8DC E4 0E CPX $0E [$00:000E] A:004F X:0003 Y:B103 P:eNvMxdizc $81/E8DE D0 D0 BNE $D0 [$E8B0] A:004F X:0003 Y:B103 P:eNvMxdizc $81/E8E0 7B TDC A:0051 X:0009 Y:B109 P:envMxdiZC $81/E8E1 99 00 00 STA $0000,y[$7E:B109] A:0000 X:0009 Y:B109 P:envMxdiZC $81/E8E4 AB PLB A:0000 X:0009 Y:B109 P:envMxdiZC $81/E8E5 60 RTS A:0000 X:0009 Y:B109 P:envMxdizC
$81/EF8F ?
A contains the Data Bank for this subroutine
$81/EF8F 8B PHB ; Preserve Data Bank $81/EF90 48 PHA ; Set Data Bank to what is in A $81/EF91 AB PLB $81/EF92 C2 20 REP #$20 A:0099 X:905E Y:000D P:eNvMxdizc $81/EF94 98 TYA A:0099 X:905E Y:000D P:eNvmxdizc $81/EF95 4A LSR A A:000D X:905E Y:000D P:envmxdizc $81/EF96 4A LSR A A:0006 X:905E Y:000D P:envmxdizC $81/EF97 4A LSR A A:0003 X:905E Y:000D P:envmxdizc $81/EF98 48 PHA A:0001 X:905E Y:000D P:envmxdizC $81/EF99 8A TXA A:0001 X:905E Y:000D P:envmxdizC $81/EF9A 18 CLC A:905E X:905E Y:000D P:eNvmxdizC $81/EF9B 63 01 ADC $01,s [$00:1FE7] A:905E X:905E Y:000D P:eNvmxdizc $81/EF9D 83 01 STA $01,s [$00:1FE7] A:905F X:905E Y:000D P:eNvmxdizc $81/EF9F E2 20 SEP #$20 A:905F X:905E Y:000D P:eNvmxdizc $81/EFA1 7B TDC A:905F X:905E Y:000D P:eNvMxdizc $81/EFA2 98 TYA A:0000 X:905E Y:000D P:envMxdiZc $81/EFA3 29 07 AND #$07 A:000D X:905E Y:000D P:envMxdizc $81/EFA5 AA TAX A:0005 X:905E Y:000D P:envMxdizc $81/EFA6 BF B6 EF 81 LDA $81EFB6,x[$81:EFBB] A:0005 X:0005 Y:000D P:envMxdizc $81/EFAA FA PLX A:0020 X:0005 Y:000D P:envMxdizc $81/EFAB 48 PHA A:0020 X:905F Y:000D P:eNvMxdizc $81/EFAC BD 00 00 LDA $0000,x[$99:905F] A:0020 X:905F Y:000D P:eNvMxdizc $81/EFAF 23 01 AND $01,s [$00:1FE8] A:0000 X:905F Y:000D P:envMxdiZc $81/EFB1 C9 01 CMP #$01 A:0000 X:905F Y:000D P:envMxdiZc $81/EFB3 68 PLA A:0000 X:905F Y:000D P:eNvMxdizc $81/EFB4 AB PLB A:0020 X:905F Y:000D P:envMxdizc $81/EFB5 6B RTL A:0020 X:905F Y:000D P:envMxdizc
$81/F3C4 Fade Screen Out
$81/F3C4 A9 02 LDA #$02 ; Set Screen Fade Out flag $81/F3C6 8D C2 05 STA $05C2 $81/F3C9 22 6A 8D 80 JSL $808D6A ; Do the Fade Out $81/F3CD 22 8A A1 80 JSL $80A18A ; Change Bank, wait for NMI and execute code built in WRAM $81/F3D1 AD 87 05 LDA $0587 ; Check if Screen has faded out and FBLANK is active $81/F3D4 10 F3 BPL $F3 ; [$F3C9] Loop if not $81/F3D6 6B RTL
$81/F9E5 Decompression subroutine
During the new game creation process, this is executed when one of these artworks gets loaded
This subroutine builds an MVN command (which moves normally big chunks of data from one address to WRAM) in WRAM and then jumps to it.
MVN: X is source, Y is destination, C number of bytes minus one (C=#$0005, six bytes will be moved)
The arguments are transfered to it as follows:
$0C contains the number of bytes to transfer minus one (if $0C = #$05, six bytes will be moved)
$0E will contain the size of the decompressed data when this subroutine is left
$20 contains the destination address for the MVN-command
$22 contains the source bank for the MVN-command (and destination bank, in many cases)
X and A contain a 24-bit address; this is an address to the compressed data.
$81/F9E5 8B PHB ; Preserve Data Bank $81/F9E6 85 25 STA $25 ; Store the brought-in bank to the where-to-read address buffer $81/F9E8 A5 22 LDA $22 ; For the MVN-command, load the Destination bank and set it up in WRAM $81/F9EA 85 AD STA $AD $81/F9EC 48 PHA ; Set up the same bank as Program Bank $81/F9ED AB PLB $81/F9EE A9 54 LDA #$54 ; #$54 is "MVN" when interpreted as code $81/F9F0 85 AC STA $AC $81/F9F2 A9 60 LDA #$60 ; #$60 is "RTS" when interpreted as code $81/F9F4 85 AF STA $AF $81/F9F6 A4 20 LDY $20 ; Load the MVN-destination address in Y $81/F9F8 C2 21 REP #$21 ; 16-bit A, Clear Carry $81/F9FA 86 23 STX $23 ; Setup the load address (for the compressed data) $81/F9FC A7 23 LDA [$23] ; Load first two bytes (Size of the decompressed data) $81/F9FE 85 0E STA $0E ; Store the size of the decompressed data in $0E $81/FA00 65 20 ADC $20 ; Calculate the Y value when this data is completely decompressed $81/FA02 85 0A STA $0A ; Store that as comparison value in $0A $81/FA04 E8 INX ; After the first two bytes are read, increment the pointer to the next unread byte $81/FA05 E8 INX $81/FA06 E2 20 SEP #$20 $81/FA08 80 31 BRA $31 ; [$FA3B] Go to the main decompression case handler $81/FA0A E6 25 INC $25 ; Increment Compressed Data Address Bank $81/FA0C A2 00 80 LDX #$8000 ; Set Compressed Data Address Pointer back to $8000 $81/FA0F 80 2A BRA $2A ; [$FA3B] Go on $81/FA11 29 78 AND #$78 ; Remove the MSB from the Data byte $81/FA13 4A LSR A ; A = A/8 + 2 $81/FA14 4A LSR A ; Note that the division by eight removes bits 0 to 2, too $81/FA15 4A LSR A ; (And now, please read the last line's comment out loud) $81/FA16 1A INC A $81/FA17 1A INC A $81/FA18 85 0C STA $0C ; A is the number of bytes to transfer $81/FA1A A5 22 LDA $22 ; In this case, $22 is the second argument for the MVN command, too $81/FA1C 85 AE STA $AE ; So this is always a movement on the same bank $81/FA1E C2 21 REP #$21 ; 16 bit A, Clear Carry $81/FA20 A7 23 LDA [$23] ; Load two bytes from compressed data $81/FA22 EB XBA ; Please note that the already-loaded byte gets loaded again $81/FA23 29 FF 07 AND #$07FF ; but this time, all the bits that were used here before are removed $81/FA26 1A INC A ; What is now in A is the number of bytes to move backwards minus one $81/FA27 85 08 STA $08 ; This decompression function repeats already decompressed lines $81/FA29 98 TYA ; Here, the program takes the current where-to-write pointer... $81/FA2A 38 SEC ; ... and subtracts the loaded number of bytes to form the new read-pointer $81/FA2B E5 08 SBC $08 ; The "INC A" makes the program move one byte more back than in the loaded value $81/FA2D E8 INX ; Increment the Compressed Data Load address $81/FA2E E8 INX $81/FA2F DA PHX ; Push the Compressed Data Load address on stack, ... $81/FA30 AA TAX ; ... because X has to contain the Read-Pointer for the upcoming MVN $81/FA31 A5 0C LDA $0C ; Load number of bytes to transfer $81/FA33 20 AC 00 JSR $00AC ; Jump to the self-written MVN command $81/FA36 FA PLX ; Get the Compressed Data Load Address back from stack $81/FA37 E2 20 SEP #$20 $81/FA39 80 00 BRA $00 ; [$FA3B] Go on with the decompression - this line could be removed $81/FA3B C4 0A CPY $0A ; Is the end point of the decompression reached? (= Is everything decompressed?) $81/FA3D F0 14 BEQ $14 ; [$FA53] Exit if it is $81/FA3F 64 0D STZ $0D ; Clear the upper byte of the bytes-to-transfer buffer register $81/FA41 86 23 STX $23 ; Update the compressed data read-address $81/FA43 A7 23 LDA [$23] ; Load next byte (8 bit A!) $81/FA45 30 CA BMI $CA ; [$FA11] Branch if MSB is set - Repeat already decompressed bytes $81/FA47 F0 C1 BEQ $C1 ; [$FA0A] Branch if byte is empty - Compressed data is on the next bank $81/FA49 89 40 BIT #$40 $81/FA4B D0 20 BNE $20 ; [$FA6D] Branch if Bit 6 is set - Copy directly from compressed data $81/FA4D 89 20 BIT #$20 $81/FA4F D0 04 BNE $04 ; [$FA55] Branch if Bit 5 is set - write empty bytes into decompressed data $81/FA51 80 2B BRA $2B ; [$FA7E] Branch if Bit 5 is clear - Copy decompressed data - long and/or far back $81/FA53 AB PLB ; THE END: Restore Original Program Bank and exit $81/FA54 6B RTL $81/FA55 29 1F AND #$1F ; The lower bits of this byte are the number of bytes to do (minus one) $81/FA57 85 0C STA $0C $81/FA59 E8 INX ; Increment Read Pointer and store it on Stack $81/FA5A DA PHX $81/FA5B 7B TDC ; Clear 16-bit A $81/FA5C 99 00 00 STA $0000,y ; Write an empty byte into the decompressed data $81/FA5F BB TYX ; Set read address to this byte $81/FA60 C8 INY ; Increment write address $81/FA61 A5 22 LDA $22 ; Set the MVN destination bank to the same as the source bank $81/FA63 85 AE STA $AE $81/FA65 A5 0C LDA $0C ; Load number of bytes to transfer $81/FA67 20 AC 00 JSR $00AC ; Jump to the self-written MVN command $81/FA6A FA PLX ; Pull Compressed Data Read Pointer from Stack $81/FA6B 80 CE BRA $CE ; [$FA3B] Go on with the decompression $81/FA6D 29 3F AND #$3F ; The other bits in this command-byte are the number of bytes minus one $81/FA6F 85 0C STA $0C $81/FA71 E8 INX ; Increment read address $81/FA72 A5 25 LDA $25 ; Source Bank is the same as the 24-bit-read address bank (of course) $81/FA74 85 AE STA $AE $81/FA76 7B TDC ; Clear 16-bit A $81/FA77 A5 0C LDA $0C ; Load the number of bytes to do minus one $81/FA79 20 AC 00 JSR $00AC ; Jump to the self-written MVN command $81/FA7C 80 BD BRA $BD ; [$FA3B] Go on with the decompression $81/FA7E 29 0F AND #$0F ; Lower part of the command byte is PART of the number of bytes to transfer $81/FA80 85 0C STA $0C $81/FA82 E8 INX ; Increment Read address $81/FA83 86 23 STX $23 $81/FA85 A7 23 LDA [$23] ; Read next Byte from Compressed Data $81/FA87 29 C0 AND #$C0 ; the two most significant bits are part of the number of bytes to transfer $81/FA89 4A LSR A $81/FA8A 4A LSR A $81/FA8B 05 0C ORA $0C $81/FA8D 18 CLC ; Add three additional bytes to the number of bytes to transfer $81/FA8E 69 03 ADC #$03 $81/FA90 85 0C STA $0C $81/FA92 A5 22 LDA $22 ; Source Bank is the same as Destination address $81/FA94 85 AE STA $AE $81/FA96 C2 21 REP #$21 ; 16 bit A, clear Carry $81/FA98 A7 23 LDA [$23] ; Load next two bytes $81/FA9A EB XBA $81/FA9B 29 FF 3F AND #$3FFF ; This value is the number of bytes to move backwards $81/FA9E 1A INC A ; Move another byte backwards $81/FA9F 85 08 STA $08 ; Temp store $81/FAA1 98 TYA ; Copy the write address $81/FAA2 38 SEC $81/FAA3 E5 08 SBC $08 ; Subtract the number of bytes to go back $81/FAA5 E8 INX ; Increment Compressed Data Read Pointer $81/FAA6 E8 INX $81/FAA7 DA PHX ; Buffer Compressed Data Read Pointer $81/FAA8 AA TAX $81/FAA9 A5 0C LDA $0C ; Load number of bytes to transfer $81/FAAB 20 AC 00 JSR $00AC ; Jump to the self-written MVN command $81/FAAE FA PLX ; Restore Compressed Data Read Pointer $81/FAAF E2 20 SEP #$20 $81/FAB1 80 88 BRA $88 ; [$FA3B] Go on with the decompression
Bank $82
$82/89B0 Clear Map that shows which Figure Stands where
The Map at $7F/DC00 is structured as the others at the upper end of Bank $7F (the whole NE-SW-/NW-SE-Axis stuff); this maps shows where each figure stands. Either the entry for corresponding rhomb on this map contains a figure's number (#$00, #$02... #$24 or #$26), or #$FF to mark that there is no figure on that rhomb.
This subroutine creates a new, clear map of this kind - it sets every entry on this Map/Table to #$FF.
$82/89B0 8B PHB ; Buffer Data Bank on Stack $82/89B1 A9 7F LDA #$7F ; Set Data Bank to $7F $82/89B3 48 PHA $82/89B4 AB PLB $82/89B5 C2 20 REP #$20 $82/89B7 A9 FF FF LDA #$FFFF ; Clear Value $82/89BA A2 00 04 LDX #$0400 ; Number of bytes to do $82/89BD A0 00 DC LDY #$DC00 ; Start Address $(7F)/DC00 $82/89C0 22 C8 9D 80 JSL $809DC8 ; Long Jump to Write Empty Tilemap in WRAM $82/89C4 E2 20 SEP #$20 $82/89C6 AB PLB ; Restore Data Bank $82/89C7 6B RTL
$82/89DD ? Clear every even byte from $7E/BE4E to $7E/BE74
$82/89C8 8B PHB ; Buffer Data Bank on Stack $82/89C9 A9 7E LDA #$7E ; Set Data Bank to $7F $82/89CB 48 PHA $82/89CC AB PLB $82/89CD C2 20 REP #$20 $82/89CF A2 26 00 LDX #$0026 ; Set up Counter for the Clear Loop $82/89D2 9E 4E BE STZ $BE4E,x ; Clear Value $82/89D5 CA DEX ; Decrement Store Index twice $82/89D6 CA DEX $82/89D7 10 F9 BPL $F9 ; [$89D2] $82/89D9 E2 20 SEP #$20 $82/89DB AB PLB ; Restore Data Bank $82/89DC 6B RTL
$82/8A3C ?
X contains the Number of the Figure whose possible movement is about to be calculated.
$82/8A3C 5A PHY ; Push Y on Stack $82/8A3D 9B TXY ; Transfer Figure Number in Y $82/8A3E 7B TDC ; Clear 16-bit A $82/8A3F B9 D7 1C LDA $1CD7,y ; Load Position from where the possible Movement is calculated - NE-SW-Axis $82/8A42 C2 20 REP #$20 ; 16-bit A $82/8A44 EB XBA ; Multiply NE-SW-Axis-Value by #$20 $82/8A45 4A LSR A $82/8A46 4A LSR A $82/8A47 4A LSR A $82/8A48 E2 20 SEP #$20 ; 8-bit A $82/8A4A 19 D6 1C ORA $1CD6,y ; Add Position from where the possible Movement is calculated - NW-SE-Axis $82/8A4D AA TAX ; Transfer Result in X as Load/Store-Index $82/8A4E 98 TYA ; Transfer Figure Number in A $82/8A4F DF 00 DC 7F CMP $7FDC00,x ; Is this Figure actually standing on this Rhomb? $82/8A53 F0 24 BEQ $24 ; [$8A79] Branch if it does
- Code is missing here
$82/8A79 DA PHX ; Buffer Map Index on Stack $82/8A7A A2 00 00 LDX #$0000 A:0108 X:0104 Y:0008 P:envMxdiZC $82/8A7D BF 00 F8 7F LDA $7FF800,x[$7F:F800] A:0108 X:0000 Y:0008 P:envMxdiZC $82/8A81 30 21 BMI $21 [$8AA4] A:01FF X:0000 Y:0008 P:eNvMxdizC
- Code is missing here
$82/8AA4 E8 INX ; Increment the Load Index thrice (3 bytes per entry) $82/8AA5 E8 INX $82/8AA6 E8 INX $82/8AA7 E0 39 00 CPX #$0039 ; Repeat this until Load Index reached #$39 $82/8AAA 90 D1 BCC $D1 ; [$8A7D] Loop $82/8AAC FA PLX ; Restore Map Index $82/8AAD A9 FF LDA #$FF ; Remove this Figure from the Map which Figure Stands where $82/8AAF 9F 00 DC 7F STA $7FDC00,x $82/8AB3 BB TYX ; Transfer Figure Number back in X $82/8AB4 7A PLY ; Restore Y $82/8AB5 6B RTL
$82/89DD ? Set Every third byte at $7F/F800 to "$FF"
$82/89DD 8B PHB ; Buffer Data Bank on Stack $82/89DE A9 7F LDA #$7F ; Set Data Bank to $7F $82/89E0 48 PHA $82/89E1 AB PLB $82/89E2 A2 00 00 LDX #$0000 ; Setup Counter $82/89E5 A9 FF LDA #$FF ; Setup Store Value $82/89E7 9D 00 F8 STA $F800,x ; Store $82/89EA E8 INX ; Increment Store Index thrice $82/89EB E8 INX $82/89EC E8 INX $82/89ED E0 39 00 CPX #$0039 ; Loop until $7F/F836 was done and $7F/F839 was reached $82/89F0 90 F5 BCC $F5 ; [$89E7] $82/89F2 AB PLB ; Restore Data Bank $82/89F3 6B RTL
$82/98AA Battle Stats Menu - Buffer Character's data
When you open the Stats Menu in Battle (the one in the bottom part of the menu), this subroutine collects all the stats values and puts them in a number of buffer registers.
$82/98AA 8B PHB ; Buffer Data Bank Register on stack $82/98AB 4B PHK $82/98AC AB PLB $82/98AD A6 39 LDX $39 ; Character number as Index $82/98AF BD AE 17 LDA $17AE,x ; Character graphic $82/98B2 8D 9F 1E STA $1E9F $82/98B5 BD AF 17 LDA $17AF,x ; ??? $82/98B8 8D 66 1E STA $1E66 $82/98BB BD D7 17 LDA $17D7,x ; Character Element $82/98BE 8D 67 1E STA $1E67 $82/98C1 BD FE 17 LDA $17FE,x ; Level $82/98C4 8D 68 1E STA $1E68 $82/98C7 BD FF 17 LDA $17FF,x ; Exp $82/98CA 8D 69 1E STA $1E69 $82/98CD BD B6 19 LDA $19B6,x ; LUK $82/98D0 8D 7E 1E STA $1E7E $82/98D3 BD D6 17 LDA $17D6,x ; ??? $82/98D6 8D 7F 1E STA $1E7F $82/98D9 BD DE 19 LDA $19DE,x ; ??? (Status Effects?) $82/98DC 8D 80 1E STA $1E80 $82/98DF BD DF 19 LDA $19DF,x ; ??? $82/98E2 8D A0 1E STA $1EA0 $82/98E5 BD 2E 1A LDA $1A2E,x ; ??? $82/98E8 8D 81 1E STA $1E81 $82/98EB BD 2F 1A LDA $1A2F,x ; ??? $82/98EE 8D 82 1E STA $1E82 $82/98F1 BD 56 1A LDA $1A56,x ; ??? $82/98F4 8D 8F 1E STA $1E8F $82/98F7 BD 57 1A LDA $1A57,x ; ??? $82/98FA 8D 90 1E STA $1E90 $82/98FD BD 6E 1B LDA $1B6E,x ; ??? $82/9900 8D 91 1E STA $1E91 $82/9903 BD C7 1D LDA $1DC7,x ; ??? $82/9906 8D 96 1E STA $1E96 $82/9909 BD EE 1D LDA $1DEE,x ; Number of Moves $82/990C 8D 97 1E STA $1E97 $82/990F BD B7 19 LDA $19B7,x ; ??? $82/9912 8D 9D 1E STA $1E9D $82/9915 BD 26 1D LDA $1D26,x ; ??? $82/9918 8D 9E 1E STA $1E9E $82/991B C2 20 REP #$20 ; 16 bit values ahead $82/991D BD 26 18 LDA $1826,x ; Current HP $82/9920 8D 6A 1E STA $1E6A $82/9923 BD 4E 18 LDA $184E,x ; Max HP $82/9926 8D 6C 1E STA $1E6C $82/9929 BD 76 18 LDA $1876,x ; Current MP $82/992C 8D 6E 1E STA $1E6E $82/992F BD 9E 18 LDA $189E,x ; Max MP $82/9932 8D 70 1E STA $1E70 $82/9935 BD C6 18 LDA $18C6,x ; STR $82/9938 8D 72 1E STA $1E72 $82/993B BD EE 18 LDA $18EE,x ; INT $82/993E 8D 74 1E STA $1E74 $82/9941 BD 16 19 LDA $1916,x ; AGI $82/9944 8D 76 1E STA $1E76 $82/9947 BD 3E 19 LDA $193E,x ; DEX $82/994A 8D 78 1E STA $1E78 $82/994D BD 66 19 LDA $1966,x ; VIT $82/9950 8D 7A 1E STA $1E7A $82/9953 BD 8E 19 LDA $198E,x ; MEN $82/9956 8D 7C 1E STA $1E7C $82/9959 BD 7E 1A LDA $1A7E,x ; ??? $82/995C 8D 83 1E STA $1E83 $82/995F BD A6 1A LDA $1AA6,x ; ??? $82/9962 8D 85 1E STA $1E85 $82/9965 BD CE 1A LDA $1ACE,x ; ??? $82/9968 8D 87 1E STA $1E87 $82/996B BD F6 1A LDA $1AF6,x ; ??? $82/996E 8D 89 1E STA $1E89 $82/9971 BD 1E 1B LDA $1B1E,x ; ??? $82/9974 8D 8B 1E STA $1E8B $82/9977 BD 46 1B LDA $1B46,x ; ??? $82/997A 8D 8D 1E STA $1E8D $82/997D BD 96 1B LDA $1B96,x ; ??? $82/9980 8D 92 1E STA $1E92 $82/9983 BD 9E 1D LDA $1D9E,x ; 16-bit Address (on WRAM bank $7E) of the Character's name, class etc. $82/9986 8D 94 1E STA $1E94 $82/9989 E2 20 SEP #$20 $82/998B BD 3E 1E LDA $1E3E,x ; ??? $82/998E 8D 98 1E STA $1E98 $82/9991 A6 39 LDX $39 ; Load Character's number (again) $82/9993 AB PLB ; Restore Data Bank Register $82/9994 6B RTL
$82/9BC8 ?
$82/9BC8 8B PHB ; Buffer Data Bank $82/9BC9 4B PHK ; Set Data Bank to $82 $82/9BCA AB PLB $82/9BCB 9C F4 16 STZ $16F4 ; ??? $82/9BCE 9C F5 16 STZ $16F5 ; ??? $82/9BD1 9C F6 16 STZ $16F6 ; ??? $82/9BD4 9C F7 16 STZ $16F7 ; ??? $82/9BD7 9C F8 16 STZ $16F8 ; ??? $82/9BDA 9C F9 16 STZ $16F9 ; ??? $82/9BDD 9C FA 16 STZ $16FA ; ??? $82/9BE0 A9 04 LDA #$04 ; ??? $82/9BE2 85 96 STA $96 ; ??? $82/9BE4 64 97 STZ $97 ; ??? $82/9BE6 A2 00 04 LDX #$0400 ; Size of the Tilemaps to be created (in $B206) $82/9BE9 86 0C STX $0C ; Store as Number of Bytes to transfer (in $B235) $82/9BEB 20 06 B2 JSR $B206 ; Create Clear Tilemaps (for Battle Stats Menu) $82/9BEE 20 35 B2 JSR $B235 ; Battle Stats Menu - transfer the buffered tilemaps into VRAM $82/9BF1 22 DA B1 82 JSL $82B1DA ; Clear BG3 Tilemap $82/9BF5 9C 60 00 STZ $0060 ; ??? $82/9BF8 AB PLB ; Restore Data Bank $82/9BF9 6B RTL
$82/AE91 Battle Stats Menu - Tilemap builder
This subroutine is called when the game has to build the status menu at the bottom of the battle screen. It builds some tiles into the tilemap - it is used quite often. This writes a rectangle shape into the tilemap, you have to give it the number of columns and rows it has to span.
Before it is called, certain values have to be set up.
X contains the 16-bit address where to read the tile data that has to be implemented into the tilemap.
$0A/B and $98/9 contain adress data that, together, form another part of the offset for the write address. Not sure what component each one brings in.
$0C contains what has to be added to the ROM read data before it is added to the tilemap, i. e. flipping or palette stuff.
$0E contains the number of rows this should edit, $0F the number of lines; these get transfered to $00/$01
$2C contains the 24-bit address of the tilemap buffer.
$82/AE91 C2 21 REP #$21 $82/AE93 A5 0A LDA $0A ; ??? This forms the where-to-write starting address $82/AE95 65 98 ADC $98 ; ??? Dunno what each part of this addition means singularly, though $82/AE97 A8 TAY ; Transfer where-to-write index in Y $82/AE98 E2 20 SEP #$20 $82/AE9A A5 0F LDA $0F ; Transfer row count into the loop counter $82/AE9C 85 01 STA $01 $82/AE9E A5 0E LDA $0E ; Transfer column count into the loop counter $82/AEA0 85 00 STA $00 $82/AEA2 5A PHY ; Push the start of this line on stack $82/AEA3 C2 21 REP #$21 $82/AEA5 BD 00 00 LDA $0000,x ; Load the tilemap entry from ROM $82/AEA8 65 0C ADC $0C ; Add additional information to it if there is some $82/AEAA 97 2C STA [$2C],y ; Write it in the buffered tilemap $82/AEAC E2 20 SEP #$20 $82/AEAE C8 INY ; Increment read and write counters $82/AEAF C8 INY $82/AEB0 E8 INX $82/AEB1 E8 INX $82/AEB2 C6 00 DEC $00 ; Decrement inner loop counter (columns) $82/AEB4 D0 ED BNE $ED ; [$AEA3] Loop if it isn't depleted $82/AEB6 C2 21 REP #$21 $82/AEB8 68 PLA ; Pull the address of the start of the row from stack $82/AEB9 69 40 00 ADC #$0040 ; Calculate the address of the start of the next row $82/AEBC A8 TAY ; Transfer in Y (so it gets pushed on stack at $AEA2 after looping) $82/AEBD E2 20 SEP #$20 $82/AEBF C6 01 DEC $01 ; Decrement outer loop counter (rows) $82/AEC1 D0 DB BNE $DB ; [$AE9E] Loop if it isn't depleted $82/AEC3 60 RTS
$82/B1DA Clear BG3 Tilemap
This subroutine writes an empty tilemap for BG3 in WRAM and transfers it to VRAM. It writes at 7E/A800 "$03EE" for $800 bytes and transfers this to VRAM at $3C00, where the BG3 Tilemap in many/most of the cases is located. "$03EE" is of course an empty tile - "$0000" is used by some sprite tiles.
$82/B1DA 8B PHB ; Buffer Data Bank $82/B1DB A9 7E LDA #$7E ; Set Data Bank to $7E $82/B1DD 48 PHA $82/B1DE AB PLB $82/B1DF C2 20 REP #$20 $82/B1E1 A2 00 08 LDX #$0800 ; Write "$03EE" at $7E/A800 and onwards for #$0800 times $82/B1E4 A0 00 A8 LDY #$A800 $82/B1E7 A9 EE 03 LDA #$03EE $82/B1EA 22 C8 9D 80 JSL $809DC8 ; Write Empty Tilemap $82/B1EE E2 20 SEP #$20 $82/B1F0 AB PLB ; Restore Original Data Bank $82/B1F1 A2 00 00 LDX #$0000 ; Set BG3 Scroll Registers to 0 $82/B1F4 8E 99 05 STX $0599 $82/B1F7 8E 9B 05 STX $059B $82/B1FA 22 EB 9E 80 JSL $809EEB ; VRAM DMA of the following data: $82/B1FE 00 A8 7E Address: $7E/A800 $82/B201 00 3C VRAM Address: $3C00 (BG3 Tilemap) $82/B203 00 08 Transfer $0800 Bytes $82/B205 6B RTL
$82/B206 Create Clear Tilemaps (for Battle Stats Menu?)
$82/B206 8B PHB ; Buffer Data Bank $82/B207 A9 7F LDA #$7F ; Set Data Bank to $7F $82/B209 48 PHA $82/B20A AB PLB $82/B20B C2 20 REP #$20 $82/B20D 86 00 STX $00 ; Buffer the Number of Bytes to do $82/B20F A0 00 14 LDY #$1400 ; Write to $7F/1400 $82/B212 A9 80 00 LDA #$0080 ; The value to write $82/B215 22 C8 9D 80 JSL $809DC8 ; Long Jump to Write Empty Tilemap in WRAM $82/B219 A6 00 LDX $00 ; Restore the Number of Bytes to do $82/B21B A0 00 18 LDY #$1800 ; Write to $7F/1800 $82/B21E A9 80 02 LDA #$0280 ; The value to write $82/B221 22 C8 9D 80 JSL $809DC8 ; Long Jump to Write Empty Tilemap in WRAM $82/B225 A6 00 LDX $00 ; Restore the Number of Bytes to do $82/B227 A0 00 1C LDY #$1C00 ; Write to $7F/1C00 $82/B22A A9 EE 03 LDA #$03EE ; The value to write $82/B22D 22 C8 9D 80 JSL $809DC8 ; Long Jump to Write Empty Tilemap in WRAM $82/B231 E2 20 SEP #$20 $82/B233 AB PLB ; Restore Data Bank $82/B234 60 RTS
$82/B235 Battle Stats Menu - transfer the buffered tilemaps into VRAM
This simple subroutine transfers the three buffered BG1 to BG3 tilemaps for the menu to VRAM.
$82/B235 A9 80 LDA #$80 ; VRAM transfer settings (for $2115) $82/B237 85 0E STA $0E $82/B239 A0 00 36 LDY #$3600 ; BG1 tilemap: VRAM destination $82/B23C A2 00 14 LDX #$1400 ; BG1 tilemap: Source Data Position: $7F/1400 $82/B23F A9 7F LDA #$7F $82/B241 22 24 9F 80 JSL $809F24 ; BG1 tilemap: VRAM DMA $82/B245 A0 00 3A LDY #$3A00 ; BG2 tilemap: VRAM destination $82/B248 A2 00 18 LDX #$1800 ; BG2 tilemap: Source Data Position: $7F/1800 $82/B24B A9 7F LDA #$7F $82/B24D 22 24 9F 80 JSL $809F24 ; BG2 tilemap: VRAM DMA $82/B251 A0 00 38 LDY #$3800 ; BG3 tilemap: VRAM destination $82/B254 A2 00 1C LDX #$1C00 ; BG3 tilemap: Source Data Position: $7F/1C00 $82/B257 A9 7F LDA #$7F $82/B259 22 24 9F 80 JSL $809F24 ; BG3 tilemap: VRAM DMA $82/B25D 60 RTS
$82/DE25 Load new Map?
$82/DE25 8B PHB ; Buffer Data Bank on Stack $82/DE26 A9 8B LDA #$8B ; Set Data Bank to $8B $82/DE28 48 PHA $82/DE29 AB PLB $82/DE2A A2 00 00 LDX #$0000 ; Setup $7F/0000 as 24-bit address in $20 $82/DE2D A9 7F LDA #$7F $82/DE2F 86 20 STX $20 $82/DE31 85 22 STA $22 $82/DE33 AE BE 16 LDX $16BE [$8B:16BE] A:007F X:0000 Y:2141 P:envMxdizc $82/DE36 7B TDC A:007F X:0003 Y:2141 P:envMxdizc $82/DE37 18 CLC A:0000 X:0003 Y:2141 P:envMxdiZc $82/DE38 BD DD 82 LDA $82DD,x[$8B:82E0] A:0000 X:0003 Y:2141 P:envMxdiZc $82/DE3B 6D C0 16 ADC $16C0 [$8B:16C0] A:0019 X:0003 Y:2141 P:envMxdizc $82/DE3E 8D C4 16 STA $16C4 [$8B:16C4] A:001A X:0003 Y:2141 P:envMxdizc $82/DE41 9C C5 16 STZ $16C5 [$8B:16C5] A:001A X:0003 Y:2141 P:envMxdizc $82/DE44 AE BE 16 LDX $16BE [$8B:16BE] A:001A X:0003 Y:2141 P:envMxdizc $82/DE47 7B TDC A:001A X:0003 Y:2141 P:envMxdizc $82/DE48 18 CLC A:0000 X:0003 Y:2141 P:envMxdiZc $82/DE49 BF 07 84 8B LDA $8B8407,x[$8B:840A] A:0000 X:0003 Y:2141 P:envMxdiZc $82/DE4D 6D C0 16 ADC $16C0 [$8B:16C0] A:0019 X:0003 Y:2141 P:envMxdizc $82/DE50 AA TAX A:001A X:0003 Y:2141 P:envMxdizc $82/DE51 A9 20 LDA #$20 A:001A X:001A Y:2141 P:envMxdizc $82/DE53 8D 02 42 STA $4202 [$8B:4202] A:0020 X:001A Y:2141 P:envMxdizc $82/DE56 BD 1F 84 LDA $841F,x[$8B:8439] A:0020 X:001A Y:2141 P:envMxdizc $82/DE59 8D 03 42 STA $4203 [$8B:4203] A:0004 X:001A Y:2141 P:envMxdizc $82/DE5C EA NOP ; Wait for the Multiplication to be done $82/DE5D EA NOP $82/DE5E EA NOP $82/DE5F EA NOP $82/DE60 AC 16 42 LDY $4216 [$8B:4216] A:0004 X:001A Y:2141 P:envMxdizc $82/DE63 8C C6 16 STY $16C6 [$8B:16C6] A:0004 X:001A Y:0080 P:envMxdizc $82/DE66 AD BE 16 LDA $16BE [$8B:16BE] A:0004 X:001A Y:0080 P:envMxdizc $82/DE69 0A ASL A A:0003 X:001A Y:0080 P:envMxdizc $82/DE6A AA TAX A:0006 X:001A Y:0080 P:envMxdizc $82/DE6B DA PHX A:0006 X:0006 Y:0080 P:envMxdizc $82/DE6C 4B PHK ; Set Data Bank to $82 $82/DE6D AB PLB $82/DE6E C2 20 REP #$20 A:0006 X:0006 Y:0080 P:eNvMxdizc $82/DE70 BF 00 80 A2 LDA $A28000,x[$A2:8006] A:0006 X:0006 Y:0080 P:eNvmxdizc $82/DE74 AA TAX A:894F X:0006 Y:0080 P:eNvmxdizc $82/DE75 E2 20 SEP #$20 A:894F X:894F Y:0080 P:eNvmxdizc $82/DE77 A9 A2 LDA #$A2 ; Bank of the Compressed Data $82/DE79 22 E5 F9 81 JSL $81F9E5 ; Decompression Subroutine $82/DE7D FA PLX A:FFFF X:8CB6 Y:0AC0 P:eNvMxdizC $82/DE7E C2 21 REP #$21 A:FFFF X:0006 Y:0AC0 P:envMxdizC $82/DE80 AF 00 00 7F LDA $7F0000[$7F:0000] A:FFFF X:0006 Y:0AC0 P:envmxdizc $82/DE84 85 A6 STA $A6 [$00:00A6] A:0444 X:0006 Y:0AC0 P:envmxdizc $82/DE86 AF 02 00 7F LDA $7F0002[$7F:0002] A:0444 X:0006 Y:0AC0 P:envmxdizc $82/DE8A 85 A8 STA $A8 [$00:00A8] A:0844 X:0006 Y:0AC0 P:envmxdizc $82/DE8C A9 00 00 LDA #$0000 A:0844 X:0006 Y:0AC0 P:envmxdizc $82/DE8F 65 0E ADC $0E [$00:000E] A:0000 X:0006 Y:0AC0 P:envmxdiZc $82/DE91 85 20 STA $20 [$00:0020] A:0AC0 X:0006 Y:0AC0 P:envmxdizc $82/DE93 85 AA STA $AA [$00:00AA] A:0AC0 X:0006 Y:0AC0 P:envmxdizc $82/DE95 BF 2E A9 A4 LDA $A4A92E,x[$A4:A934] A:0AC0 X:0006 Y:0AC0 P:envmxdizc $82/DE99 AA TAX A:ABFA X:0006 Y:0AC0 P:eNvmxdizc $82/DE9A A9 1F 9C LDA #$9C1F A:ABFA X:ABFA Y:0AC0 P:eNvmxdizc $82/DE9D 85 23 STA $23 [$00:0023] A:9C1F X:ABFA Y:0AC0 P:eNvmxdizc $82/DE9F E2 20 SEP #$20 A:9C1F X:ABFA Y:0AC0 P:eNvmxdizc $82/DEA1 A9 A5 LDA #$A5 A:9C1F X:ABFA Y:0AC0 P:eNvMxdizc $82/DEA3 85 25 STA $25 [$00:0025] A:9CA5 X:ABFA Y:0AC0 P:eNvMxdizc $82/DEA5 A9 A4 LDA #$A4 A:9CA5 X:ABFA Y:0AC0 P:eNvMxdizc $82/DEA7 22 CC F7 81 JSL $81F7CC[$81:F7CC] A:9CA4 X:ABFA Y:0AC0 P:eNvMxdizc $82/DEAB A9 7E LDA #$7E A:0400 X:AC89 Y:0400 P:eNvMxdizC $82/DEAD 85 22 STA $22 [$00:0022] A:047E X:AC89 Y:0400 P:envMxdizC $82/DEAF C2 20 REP #$20 A:047E X:AC89 Y:0400 P:envMxdizC $82/DEB1 A5 5C LDA $5C [$00:005C] A:047E X:AC89 Y:0400 P:envmxdizC $82/DEB3 85 20 STA $20 [$00:0020] A:2000 X:AC89 Y:0400 P:envmxdizC $82/DEB5 AD C4 16 LDA $16C4 [$82:16C4] A:2000 X:AC89 Y:0400 P:envmxdizC $82/DEB8 0A ASL A A:001A X:AC89 Y:0400 P:envmxdizC $82/DEB9 6D C4 16 ADC $16C4 [$82:16C4] A:0034 X:AC89 Y:0400 P:envmxdizc $82/DEBC AA TAX A:004E X:AC89 Y:0400 P:envmxdizc $82/DEBD BF 7E BB A6 LDA $A6BB7E,x[$A6:BBCC] A:004E X:004E Y:0400 P:envmxdizc $82/DEC1 A8 TAY A:B7F4 X:004E Y:0400 P:eNvmxdizc $82/DEC2 E2 20 SEP #$20 A:B7F4 X:004E Y:B7F4 P:eNvmxdizc $82/DEC4 BF 80 BB A6 LDA $A6BB80,x[$A6:BBCE] A:B7F4 X:004E Y:B7F4 P:eNvMxdizc $82/DEC8 BB TYX A:B7A5 X:004E Y:B7F4 P:eNvMxdizc $82/DEC9 22 83 FB 81 JSL $81FB83[$81:FB83] A:B7A5 X:B7F4 Y:B7F4 P:eNvMxdizc $82/DECD A5 22 LDA $22 [$00:0022] A:0006 X:270B Y:271B P:eNvMxdizC $82/DECF 85 25 STA $25 [$00:0025] A:007E X:270B Y:271B P:envMxdizC $82/DED1 A9 7F LDA #$7F ; Set Data Bank to $7F $82/DED3 48 PHA $82/DED4 AB PLB $82/DED5 C2 20 REP #$20 $82/DED7 A9 FF FF LDA #$FFFF ; Write "#$FFFF" at $7F/C800 to $7F/BFFF $82/DEDA A2 00 04 LDX #$0400 $82/DEDD A0 00 C8 LDY #$C800 $82/DEE0 22 C8 9D 80 JSL $809DC8 $82/DEE4 7B TDC ; Write "#$0000" at $7F/C000 to $7F/FFFF $82/DEE5 A2 00 04 LDX #$0400 $82/DEE8 A0 00 CC LDY #$CC00 $82/DEEB 22 C8 9D 80 JSL $809DC8 $82/DEEF 7B TDC ; Write "#$0000" at $7F/D800 to $7F/DFFF $82/DEF0 A2 00 04 LDX #$0400 ; This is going to be the Height Map $82/DEF3 A0 00 D8 LDY #$D800 $82/DEF6 22 C8 9D 80 JSL $809DC8 $82/DEFA E2 20 SEP #$20 $82/DEFC 4B PHK ; Set Data Bank to $82 $82/DEFD AB PLB $82/DEFE 7B TDC ; Clear 16-bit A $82/DEFF A8 TAY ; Clear Y as Load Index $82/DF00 B7 20 LDA [$20],y ; Load 1st byte $82/DF02 8D C8 16 STA $16C8 ; Store as Width of the Map on the NW-SE-Axis $82/DF05 9C C9 16 STZ $16C9 ; Clear High Byte $82/DF08 8D 02 42 STA $4202 ; Store in Multiplication Register $82/DF0B C8 INY ; Increment Data Load Index $82/DF0C B7 20 LDA [$20],y ; Load 2nd byte $82/DF0E 8D CA 16 STA $16CA ; Store as Width of the Map on the NE-SW-Axis? $82/DF11 9C CB 16 STZ $16CB ; Clear High Byte $82/DF14 8D 03 42 STA $4203 ; Store in Multiplication Register $82/DF17 C8 INY ; Increment Data Load Index $82/DF18 B7 20 LDA [$20],y ; Load 3rd byte $82/DF1A 8D CC 16 STA $16CC ; Store as Width of the Map on the NW-SE-Axis!?!?!?!?! $82/DF1D 9C CD 16 STZ $16CD ; Clear High Byte $82/DF20 C8 INY ; Increment Data Load Index $82/DF21 C2 21 REP #$21 ; 16-bit A, clear Carry $82/DF23 AD 16 42 LDA $4216 ; Load Multiplication Result (Size of the Map) $82/DF26 65 20 ADC $20 ; Add to the Offset the Data Address $82/DF28 85 23 STA $23 ; $23 contains the Address of the Data AFTER the Height Map $82/DF2A E2 20 SEP #$20 ; This line could be removed? $82/DF2C C2 21 REP #$21 ; Clear Carry $82/DF2E AD C6 16 LDA $16C6 [$82:16C6] A:2384 X:2000 Y:0003 P:envmxdizc $82/DF31 69 5D 87 ADC #$875D A:0080 X:2000 Y:0003 P:envmxdizc $82/DF34 85 26 STA $26 [$00:0026] A:87DD X:2000 Y:0003 P:eNvmxdizc $82/DF36 E2 20 SEP #$20 A:87DD X:2000 Y:0003 P:eNvmxdizc $82/DF38 A9 8B LDA #$8B A:87DD X:2000 Y:0003 P:eNvMxdizc $82/DF3A 85 28 STA $28 [$00:0028] A:878B X:2000 Y:0003 P:eNvMxdizc $82/DF3C AD CA 16 LDA $16CA [$82:16CA] A:878B X:2000 Y:0003 P:eNvMxdizc $82/DF3F 85 00 STA $00 [$00:0000] A:871E X:2000 Y:0003 P:envMxdizc $82/DF41 A2 21 00 LDX #$0021 A:871E X:2000 Y:0003 P:envMxdizc $82/DF44 AD C8 16 LDA $16C8 [$82:16C8] A:871E X:0021 Y:0003 P:envMxdizc $82/DF47 85 01 STA $01 [$00:0001] A:871E X:0021 Y:0003 P:envMxdizc $82/DF49 DA PHX A:871E X:0021 Y:0003 P:envMxdizc $82/DF4A 7B TDC A:871E X:0021 Y:0003 P:envMxdizc $82/DF4B B7 23 LDA [$23],y[$7E:2387] A:0000 X:0021 Y:0003 P:envMxdiZc $82/DF4D C9 E0 CMP #$E0 A:0003 X:0021 Y:0003 P:envMxdizc $82/DF4F 90 24 BCC $24 [$DF75] A:0003 X:0021 Y:0003 P:envMxdizc
- Code is missing here
$82/DF75 B7 20 LDA [$20],y[$7E:2003] A:0003 X:0021 Y:0003 P:envMxdizc $82/DF77 9F 00 C8 7F STA $7FC800,x[$7F:C821] A:001F X:0021 Y:0003 P:envMxdizc $82/DF7B 10 01 BPL $01 [$DF7E] A:001F X:0021 Y:0003 P:envMxdizc
- Code is missing here
$82/DF7E 9F 00 D8 7F STA $7FD800,x[$7F:D821] A:001F X:0021 Y:0003 P:envMxdizc $82/DF82 7B TDC A:001F X:0021 Y:0003 P:envMxdizc $82/DF83 B7 23 LDA [$23],y[$7E:2387] A:0000 X:0021 Y:0003 P:envMxdiZc $82/DF85 9F 00 D0 7F STA $7FD000,x[$7F:D021] A:0003 X:0021 Y:0003 P:envMxdizc $82/DF89 29 1F AND #$1F A:0003 X:0021 Y:0003 P:envMxdizc $82/DF8B 9F 00 D4 7F STA $7FD400,x[$7F:D421] A:0003 X:0021 Y:0003 P:envMxdizc $82/DF8F 5A PHY A:0003 X:0021 Y:0003 P:envMxdizc $82/DF90 A8 TAY A:0003 X:0021 Y:0003 P:envMxdizc $82/DF91 B7 26 LDA [$26],y[$8B:87E0] A:0003 X:0021 Y:0003 P:envMxdizc $82/DF93 7A PLY A:0017 X:0021 Y:0003 P:envMxdizc $82/DF94 9F 00 CC 7F STA $7FCC00,x[$7F:CC21] A:0017 X:0021 Y:0003 P:envMxdizc $82/DF98 C8 INY A:0017 X:0021 Y:0003 P:envMxdizc $82/DF99 E8 INX A:0017 X:0021 Y:0004 P:envMxdizc $82/DF9A C6 01 DEC $01 [$00:0001] A:0017 X:0022 Y:0004 P:envMxdizc $82/DF9C D0 AC BNE $AC [$DF4A] A:0017 X:0022 Y:0004 P:envMxdizc $82/DF51 7B TDC A:00E2 X:0023 Y:0005 P:envMxdizC $82/DF52 9F 00 C8 7F STA $7FC800,x[$7F:C823] A:0000 X:0023 Y:0005 P:envMxdiZC $82/DF56 B7 20 LDA [$20],y[$7E:2005] A:0000 X:0023 Y:0005 P:envMxdiZC $82/DF58 10 01 BPL $01 [$DF5B] A:001D X:0023 Y:0005 P:envMxdizC $82/DF5B 9F 00 D8 7F STA $7FD800,x[$7F:D823] A:001D X:0023 Y:0005 P:envMxdizC $82/DF5F 7B TDC A:001D X:0023 Y:0005 P:envMxdizC $82/DF60 9F 00 D0 7F STA $7FD000,x[$7F:D023] A:0000 X:0023 Y:0005 P:envMxdiZC $82/DF64 9F 00 D4 7F STA $7FD400,x[$7F:D423] A:0000 X:0023 Y:0005 P:envMxdiZC $82/DF68 B7 23 LDA [$23],y[$7E:2389] A:0000 X:0023 Y:0005 P:envMxdiZC $82/DF6A 29 03 AND #$03 A:00E2 X:0023 Y:0005 P:eNvMxdizC $82/DF6C 18 CLC A:0002 X:0023 Y:0005 P:envMxdizC $82/DF6D 69 18 ADC #$18 A:0002 X:0023 Y:0005 P:envMxdizc $82/DF6F 9F 00 CC 7F STA $7FCC00,x[$7F:CC23] A:001A X:0023 Y:0005 P:envMxdizc $82/DF73 80 23 BRA $23 [$DF98] A:001A X:0023 Y:0005 P:envMxdizc $82/DF9E C2 21 REP #$21 A:0001 X:003F Y:0021 P:envMxdiZc $82/DFA0 68 PLA A:0001 X:003F Y:0021 P:envmxdiZc $82/DFA1 69 20 00 ADC #$0020 A:0021 X:003F Y:0021 P:envmxdizc $82/DFA4 AA TAX A:0041 X:003F Y:0021 P:envmxdizc $82/DFA5 E2 20 SEP #$20 A:0041 X:0041 Y:0021 P:envmxdizc $82/DFA7 C6 00 DEC $00 [$00:0000] A:0041 X:0041 Y:0021 P:envMxdizc $82/DFA9 D0 99 BNE $99 [$DF44] A:0041 X:0041 Y:0021 P:envMxdizc $82/DFAB EE C8 16 INC $16C8 [$82:16C8] A:03E1 X:03E1 Y:0387 P:envMxdiZc $82/DFAE EE CA 16 INC $16CA [$82:16CA] A:03E1 X:03E1 Y:0387 P:envMxdizc $82/DFB1 C2 20 REP #$20 A:03E1 X:03E1 Y:0387 P:envMxdizc $82/DFB3 A9 A0 FF LDA #$FFA0 A:03E1 X:03E1 Y:0387 P:envmxdizc $82/DFB6 85 00 STA $00 [$00:0000] A:FFA0 X:03E1 Y:0387 P:eNvmxdizc $82/DFB8 18 CLC A:FFA0 X:03E1 Y:0387 P:eNvmxdizc $82/DFB9 AD C8 16 LDA $16C8 [$82:16C8] A:FFA0 X:03E1 Y:0387 P:eNvmxdizc $82/DFBC 6D CA 16 ADC $16CA [$82:16CA] A:001F X:03E1 Y:0387 P:envmxdizc $82/DFBF 0A ASL A A:003E X:03E1 Y:0387 P:envmxdizc $82/DFC0 0A ASL A A:007C X:03E1 Y:0387 P:envmxdizc $82/DFC1 0A ASL A A:00F8 X:03E1 Y:0387 P:envmxdizc $82/DFC2 48 PHA A:01F0 X:03E1 Y:0387 P:envmxdizc $82/DFC3 0A ASL A A:01F0 X:03E1 Y:0387 P:envmxdizc $82/DFC4 38 SEC A:03E0 X:03E1 Y:0387 P:envmxdizc $82/DFC5 E9 A0 00 SBC #$00A0 A:03E0 X:03E1 Y:0387 P:envmxdizC $82/DFC8 85 02 STA $02 [$00:0002] A:0340 X:03E1 Y:0387 P:envmxdizC $82/DFCA A9 A8 FF LDA #$FFA8 A:0340 X:03E1 Y:0387 P:envmxdizC $82/DFCD 85 04 STA $04 [$00:0004] A:FFA8 X:03E1 Y:0387 P:eNvmxdizC $82/DFCF 68 PLA A:FFA8 X:03E1 Y:0387 P:eNvmxdizC $82/DFD0 85 06 STA $06 [$00:0006] A:01F0 X:03E1 Y:0387 P:envmxdizC $82/DFD2 AD CC 16 LDA $16CC [$82:16CC] A:01F0 X:03E1 Y:0387 P:envmxdizC $82/DFD5 0A ASL A A:001E X:03E1 Y:0387 P:envmxdizC $82/DFD6 0A ASL A A:003C X:03E1 Y:0387 P:envmxdizc $82/DFD7 0A ASL A A:0078 X:03E1 Y:0387 P:envmxdizc $82/DFD8 65 06 ADC $06 [$00:0006] A:00F0 X:03E1 Y:0387 P:envmxdizc $82/DFDA 38 SEC A:02E0 X:03E1 Y:0387 P:envmxdizc $82/DFDB E9 78 00 SBC #$0078 A:02E0 X:03E1 Y:0387 P:envmxdizC $82/DFDE 85 06 STA $06 [$00:0006] A:0268 X:03E1 Y:0387 P:envmxdizC $82/DFE0 AD CA 16 LDA $16CA [$82:16CA] A:0268 X:03E1 Y:0387 P:envmxdizC $82/DFE3 3A DEC A A:001F X:03E1 Y:0387 P:envmxdizC $82/DFE4 85 0C STA $0C [$00:000C] A:001E X:03E1 Y:0387 P:envmxdizC $82/DFE6 85 0A STA $0A [$00:000A] A:001E X:03E1 Y:0387 P:envmxdizC $82/DFE8 A9 01 00 LDA #$0001 A:001E X:03E1 Y:0387 P:envmxdizC $82/DFEB 85 08 STA $08 [$00:0008] A:0001 X:03E1 Y:0387 P:envmxdizC $82/DFED A5 0A LDA $0A [$00:000A] A:0001 X:03E1 Y:0387 P:envmxdizC $82/DFEF EB XBA A:001E X:03E1 Y:0387 P:envmxdizC $82/DFF0 4A LSR A A:1E00 X:03E1 Y:0387 P:envmxdiZC $82/DFF1 4A LSR A A:0F00 X:03E1 Y:0387 P:envmxdizc $82/DFF2 4A LSR A A:0780 X:03E1 Y:0387 P:envmxdizc $82/DFF3 05 08 ORA $08 [$00:0008] A:03C0 X:03E1 Y:0387 P:envmxdizc $82/DFF5 AA TAX A:03C1 X:03E1 Y:0387 P:envmxdizc $82/DFF6 7B TDC A:03C1 X:03C1 Y:0387 P:envmxdizc $82/DFF7 E2 20 SEP #$20 A:0000 X:03C1 Y:0387 P:envmxdiZc $82/DFF9 BF 00 C8 7F LDA $7FC800,x[$7F:CBC1] A:0000 X:03C1 Y:0387 P:envMxdiZc $82/DFFD C2 20 REP #$20 A:000A X:03C1 Y:0387 P:envMxdizc $82/DFFF C9 00 00 CMP #$0000 A:000A X:03C1 Y:0387 P:envmxdizc $82/E002 F0 05 BEQ $05 [$E009] A:000A X:03C1 Y:0387 P:envmxdizC $82/E004 C9 FF 00 CMP #$00FF A:000A X:03C1 Y:0387 P:envmxdizC $82/E007 D0 21 BNE $21 [$E02A] A:000A X:03C1 Y:0387 P:eNvmxdizc $82/E02A AD C8 16 LDA $16C8 [$82:16C8] A:000A X:03C1 Y:0387 P:eNvmxdizc $82/E02D 3A DEC A A:001F X:03C1 Y:0387 P:envmxdizc $82/E02E 85 08 STA $08 [$00:0008] A:001E X:03C1 Y:0387 P:envmxdizc $82/E030 85 0C STA $0C [$00:000C] A:001E X:03C1 Y:0387 P:envmxdizc $82/E032 A9 01 00 LDA #$0001 A:001E X:03C1 Y:0387 P:envmxdizc $82/E035 85 0A STA $0A [$00:000A] A:0001 X:03C1 Y:0387 P:envmxdizc $82/E037 A5 0A LDA $0A [$00:000A] A:0001 X:03C1 Y:0387 P:envmxdizc $82/E039 EB XBA A:0001 X:03C1 Y:0387 P:envmxdizc $82/E03A 4A LSR A A:0100 X:03C1 Y:0387 P:envmxdiZc $82/E03B 4A LSR A A:0080 X:03C1 Y:0387 P:envmxdizc $82/E03C 4A LSR A A:0040 X:03C1 Y:0387 P:envmxdizc $82/E03D 05 08 ORA $08 [$00:0008] A:0020 X:03C1 Y:0387 P:envmxdizc $82/E03F AA TAX A:003E X:03C1 Y:0387 P:envmxdizc $82/E040 7B TDC A:003E X:003E Y:0387 P:envmxdizc $82/E041 E2 20 SEP #$20 A:0000 X:003E Y:0387 P:envmxdiZc $82/E043 BF 00 C8 7F LDA $7FC800,x[$7F:C83E] A:0000 X:003E Y:0387 P:envMxdiZc $82/E047 C2 20 REP #$20 A:001E X:003E Y:0387 P:envMxdizc $82/E049 C9 00 00 CMP #$0000 A:001E X:003E Y:0387 P:envmxdizc $82/E04C F0 05 BEQ $05 [$E053] A:001E X:003E Y:0387 P:envmxdizC $82/E04E C9 FF 00 CMP #$00FF A:001E X:003E Y:0387 P:envmxdizC $82/E051 D0 21 BNE $21 [$E074] A:001E X:003E Y:0387 P:eNvmxdizc $82/E074 A5 00 LDA $00 [$00:0000] A:001E X:003E Y:0387 P:eNvmxdizc $82/E076 8D CE 16 STA $16CE [$82:16CE] A:FFA0 X:003E Y:0387 P:eNvmxdizc $82/E079 A5 02 LDA $02 [$00:0002] A:FFA0 X:003E Y:0387 P:eNvmxdizc $82/E07B 8D D0 16 STA $16D0 [$82:16D0] A:0340 X:003E Y:0387 P:envmxdizc $82/E07E A5 04 LDA $04 [$00:0004] A:0340 X:003E Y:0387 P:envmxdizc $82/E080 8D D2 16 STA $16D2 [$82:16D2] A:FFA8 X:003E Y:0387 P:eNvmxdizc $82/E083 A5 06 LDA $06 [$00:0006] A:FFA8 X:003E Y:0387 P:eNvmxdizc $82/E085 8D D4 16 STA $16D4 [$82:16D4] A:0268 X:003E Y:0387 P:envmxdizc $82/E088 E2 20 SEP #$20 A:0268 X:003E Y:0387 P:envmxdizc $82/E08A 20 EA FC JSR $FCEA [$82:FCEA] A:0268 X:003E Y:0387 P:envMxdizc $82/E08D 22 3D 85 86 JSL $86853D[$86:853D] A:001F X:03DF Y:0387 P:envMxdiZC $82/E091 AB PLB A:0000 X:1F1F Y:0387 P:eNvMxdizC $82/E092 6B RTL A:0000 X:1F1F Y:0387 P:eNvMxdizC
$82/E093 ?
$82/E093 8B PHB ; Buffer Data Bank $82/E094 4B PHK ; Set Data Bank to $82 - This line could be removed? $82/E095 AB PLB ; This line could be removed? $82/E096 20 9B E0 JSR $E09B ; ??? $82/E099 AB PLB ; Restore Data Bank $82/E09A 6B RTL
$82/E093 ?
$82/E09B A9 7F LDA #$7F ; Set Data Bank to $7F $82/E09D 48 PHA $82/E09E AB PLB $82/E09F C2 20 REP #$20 ; 16-bit A $82/E0A1 7B TDC ; Set $7F/8000 to $7F/97FF to "#$0000" $82/E0A2 A2 00 18 LDX #$1800 $82/E0A5 A0 00 80 LDY #$8000 $82/E0A8 22 C8 9D 80 JSL $809DC8 $82/E0AC 7B TDC ; Set $7F/9800 to $7F/C7FF to "#$0000" $82/E0AD A2 00 30 LDX #$3000 $82/E0B0 A0 00 98 LDY #$9800 $82/E0B3 22 C8 9D 80 JSL $809DC8 $82/E0B7 A9 80 02 LDA #$0280 ; Set $7F/2000 to $7F/7FFF to "#$0280" $82/E0BA A2 00 60 LDX #$6000 $82/E0BD A0 00 20 LDY #$2000 $82/E0C0 22 C8 9D 80 JSL $809DC8 $82/E0C4 E2 20 SEP #$20 ; 8-bit A $82/E0C6 4B PHK ; Set Data Bank to $82 $82/E0C7 AB PLB $82/E0C8 A2 01 00 LDX #$0001 A:0280 X:1F1F Y:8000 P:eNVMxdizc $82/E0CB A0 01 00 LDY #$0001 A:0280 X:0001 Y:8000 P:enVMxdizc $82/E0CE DA PHX A:0280 X:0001 Y:0001 P:enVMxdizc $82/E0CF 5A PHY A:0280 X:0001 Y:0001 P:enVMxdizc $82/E0D0 64 10 STZ $10 [$00:0010] A:0280 X:0001 Y:0001 P:enVMxdizc $82/E0D2 20 F6 E0 JSR $E0F6 [$82:E0F6] A:0280 X:0001 Y:0001 P:enVMxdizc $82/E0DD A2 01 00 LDX #$0001 A:101F X:0001 Y:001F P:envMxdiZC $82/E0E0 A0 01 00 LDY #$0001 A:101F X:0001 Y:001F P:envMxdizC $82/E0E3 DA PHX A:101F X:0001 Y:0001 P:envMxdizC $82/E0E4 5A PHY A:101F X:0001 Y:0001 P:envMxdizC $82/E0E5 A9 01 LDA #$01 A:101F X:0001 Y:0001 P:envMxdizC $82/E0E7 85 10 STA $10 [$00:0010] A:1001 X:0001 Y:0001 P:envMxdizC $82/E0E9 20 F6 E0 JSR $E0F6 [$82:E0F6] A:1001 X:0001 Y:0001 P:envMxdizC $82/E0EC 7A PLY A:171F X:2E3E Y:01D2 P:envMxdiZC $82/E0ED FA PLX A:171F X:2E3E Y:0001 P:envMxdizC $82/E0EE E8 INX A:171F X:0001 Y:0001 P:envMxdizC $82/E0EF EC C8 16 CPX $16C8 [$82:16C8] A:171F X:0002 Y:0001 P:envMxdizC $82/E0F2 D0 EF BNE $EF [$E0E3] A:171F X:0002 Y:0001 P:eNvMxdizc $82/E0F4 60 RTS ; THE FINAL EXIT
$82/E0F6 ? Big Map Stuff
X contains a Position (NW-SE-Axis)
Y contains a Position (NE-SW-Axis)
$00 contains the Original X value - Low Byte $01 contains the Original X value - High Byte
$09 entry of the $7F/C800 table $0A contains the Original X value $0B contains the Original Y value
$0E contains the Offset of the Rhomb that this subroutine is aimed at (X/Y Original Contents)
$82/E0F6 86 00 STX $00 ; Buffer brought-in X in $00/1 $82/E0F8 BA TSX ; Store current Stack pointer in $05F6 $82/E0F9 8E F6 05 STX $05F6 $82/E0FC A6 00 LDX $00 ; Restore Original X $82/E0FE A9 20 LDA #$20 ; Multiply Original Y value by 20 (Position (NE-SW-Axis) $82/E100 8D 02 42 STA $4202 $82/E103 98 TYA $82/E104 85 0B STA $0B ; Buffer Original Y in $0B $82/E106 8D 03 42 STA $4203 $82/E109 8A TXA $82/E10A 85 0A STA $0A ; Buffer Original X in $0C $82/E10C C2 21 REP #$21 ; 16 bit A, Clear Carry $82/E10E 8A TXA ; A = Orig. X + Orig. Y * #$20 $82/E10F 6D 16 42 ADC $4216 $82/E112 AA TAX ; Transfer it in X, to use it as Load Index $82/E113 E2 20 SEP #$20 ; Turn A to 8 bit again $82/E115 86 0E STX $0E ; Store the Load Index in $0E/F $82/E117 BF 00 C8 7F LDA $7FC800,x ; Load Step Number(?) of the Rhomb $82/E11B 85 09 STA $09 ; Store Value in $09 $82/E11D 20 50 E3 JSR $E350 [$82:E350] A:001F X:0021 Y:0001 P:envMxdizc $82/E120 A5 10 LDA $10 [$00:0010] A:009E X:0021 Y:009E P:envMxdizc $82/E122 F0 01 BEQ $01 [$E125] A:0000 X:0021 Y:009E P:envMxdiZc
- Code is missing here
$82/E125 84 20 STY $20 [$00:0020] A:0000 X:0021 Y:009E P:envMxdiZc $82/E127 A9 01 LDA #$01 A:0000 X:0021 Y:009E P:envMxdiZc $82/E129 85 07 STA $07 [$00:0007] A:0001 X:0021 Y:009E P:envMxdizc $82/E12B 64 06 STZ $06 [$00:0006] A:0001 X:0021 Y:009E P:envMxdizc $82/E12D A9 FF LDA #$FF A:0001 X:0021 Y:009E P:envMxdizc $82/E12F 85 0C STA $0C [$00:000C] A:00FF X:0021 Y:009E P:eNvMxdizc $82/E131 A5 10 LDA $10 [$00:0010] A:00FF X:0021 Y:009E P:eNvMxdizc $82/E133 D0 0C BNE $0C [$E141] A:0000 X:0021 Y:009E P:envMxdiZc $82/E135 BF 20 C8 7F LDA $7FC820,x[$7F:C841] A:0000 X:0021 Y:009E P:envMxdiZc $82/E139 85 0D STA $0D [$00:000D] A:001F X:0021 Y:009E P:envMxdizc $82/E13B BF 20 D0 7F LDA $7FD020,x[$7F:D041] A:001F X:0021 Y:009E P:envMxdizc $82/E13F 80 0A BRA $0A [$E14B] A:0011 X:0021 Y:009E P:envMxdizc
- Code is missing here
$82/E14B 4A LSR A A:0011 X:0021 Y:009E P:envMxdizc $82/E14C 4A LSR A A:0008 X:0021 Y:009E P:envMxdizC $82/E14D 4A LSR A A:0004 X:0021 Y:009E P:envMxdizc $82/E14E 4A LSR A A:0002 X:0021 Y:009E P:envMxdizc $82/E14F 4A LSR A A:0001 X:0021 Y:009E P:envMxdizc $82/E150 85 05 STA $05 [$00:0005] A:0000 X:0021 Y:009E P:envMxdiZC $82/E152 64 04 STZ $04 [$00:0004] A:0000 X:0021 Y:009E P:envMxdiZC $82/E154 64 22 STZ $22 [$00:0022] A:0000 X:0021 Y:009E P:envMxdiZC $82/E156 A9 1F LDA #$1F A:0000 X:0021 Y:009E P:envMxdiZC $82/E158 85 11 STA $11 [$00:0011] A:001F X:0021 Y:009E P:envMxdizC $82/E15A 85 12 STA $12 [$00:0012] A:001F X:0021 Y:009E P:envMxdizC $82/E15C A5 09 LDA $09 [$00:0009] A:001F X:0021 Y:009E P:envMxdizC $82/E15E F0 03 BEQ $03 ; [$E163] $82/E160 4C 4F E2 JMP $E24F [$82:E24F] A:001F X:0021 Y:009E P:envMxdizC $82/E163 E6 12 INC $12 [$00:0012] A:0000 X:013C Y:0024 P:envMxdiZc $82/E165 A5 10 LDA $10 [$00:0010] A:0000 X:013C Y:0024 P:envMxdizc $82/E167 49 01 EOR #$01 A:0000 X:013C Y:0024 P:envMxdiZc $82/E169 85 10 STA $10 [$00:0010] A:0001 X:013C Y:0024 P:envMxdizc $82/E16B D0 1D BNE $1D [$E18A] A:0001 X:013C Y:0024 P:envMxdizc $82/E16D E6 0A INC $0A [$00:000A] A:0100 X:01BC Y:007E P:envMxdiZc $82/E16F A5 0A LDA $0A [$00:000A] A:0100 X:01BC Y:007E P:envMxdizc $82/E171 CD C8 16 CMP $16C8 [$82:16C8] A:0102 X:01BC Y:007E P:envMxdizc $82/E174 90 03 BCC $03 [$E179] A:0102 X:01BC Y:007E P:eNvMxdizc $82/E179 A6 0E LDX $0E [$00:000E] A:0102 X:01BC Y:007E P:eNvMxdizc $82/E17B E8 INX A:0102 X:0041 Y:007E P:envMxdizc $82/E17C 86 0E STX $0E [$00:000E] A:0102 X:0042 Y:007E P:envMxdizc $82/E17E BF FF D7 7F LDA $7FD7FF,x[$7F:D841] A:0102 X:0042 Y:007E P:envMxdizc $82/E182 C5 12 CMP $12 [$00:0012] A:011F X:0042 Y:007E P:envMxdizc $82/E184 B0 26 BCS $26 [$E1AC] A:011F X:0042 Y:007E P:eNvMxdizc $82/E186 85 12 STA $12 [$00:0012] A:011F X:0042 Y:007E P:eNvMxdizc $82/E188 80 22 BRA $22 [$E1AC] A:011F X:0042 Y:007E P:eNvMxdizc $82/E18A E6 0B INC $0B [$00:000B] A:0001 X:013C Y:0024 P:envMxdizc $82/E18C A5 0B LDA $0B [$00:000B] A:0001 X:013C Y:0024 P:envMxdizc $82/E18E CD CA 16 CMP $16CA [$82:16CA] A:0002 X:013C Y:0024 P:envMxdizc $82/E191 90 03 BCC $03 [$E196] A:0002 X:013C Y:0024 P:eNvMxdizc $82/E196 C2 21 REP #$21 A:0002 X:013C Y:0024 P:eNvMxdizc $82/E198 A5 0E LDA $0E [$00:000E] A:0002 X:013C Y:0024 P:eNvmxdizc $82/E19A 69 20 00 ADC #$0020 A:0021 X:013C Y:0024 P:envmxdizc $82/E19D 85 0E STA $0E [$00:000E] A:0041 X:013C Y:0024 P:envmxdizc $82/E19F E2 20 SEP #$20 A:0041 X:013C Y:0024 P:envmxdizc $82/E1A1 AA TAX A:0041 X:013C Y:0024 P:envMxdizc $82/E1A2 BF E0 D7 7F LDA $7FD7E0,x[$7F:D821] A:0041 X:0041 Y:0024 P:envMxdizc $82/E1A6 C5 12 CMP $12 [$00:0012] A:001F X:0041 Y:0024 P:envMxdizc $82/E1A8 B0 02 BCS $02 [$E1AC] A:001F X:0041 Y:0024 P:eNvMxdizc $82/E1AA 85 12 STA $12 [$00:0012] A:001F X:0041 Y:0024 P:eNvMxdizc $82/E1AC A5 09 LDA $09 [$00:0009] A:001F X:0041 Y:0024 P:eNvMxdizc $82/E1AE 85 0C STA $0C [$00:000C] A:001F X:0041 Y:0024 P:envMxdizc $82/E1B0 A5 0D LDA $0D [$00:000D] A:001F X:0041 Y:0024 P:envMxdizc $82/E1B2 85 09 STA $09 [$00:0009] A:001F X:0041 Y:0024 P:envMxdizc $82/E1B4 A5 10 LDA $10 [$00:0010] A:001F X:0041 Y:0024 P:envMxdizc $82/E1B6 D0 06 BNE $06 [$E1BE] A:0001 X:0041 Y:0024 P:envMxdizc $82/E1B8 BF 20 C8 7F LDA $7FC820,x[$7F:C862] A:0100 X:0042 Y:007E P:envMxdiZc $82/E1BC 80 04 BRA $04 [$E1C2] A:011C X:0042 Y:007E P:envMxdizc $82/E1BE BF 01 C8 7F LDA $7FC801,x[$7F:C842] A:0001 X:0041 Y:0024 P:envMxdizc $82/E1C2 10 01 BPL $01 [$E1C5] A:001F X:0041 Y:0024 P:envMxdizc
- Code is missing here
$82/E1C5 85 0D STA $0D [$00:000D] A:001F X:0041 Y:0024 P:envMxdizc $82/E1C7 A5 09 LDA $09 [$00:0009] A:001F X:0041 Y:0024 P:envMxdizc $82/E1C9 F0 98 BEQ $98 [$E163] A:001F X:0041 Y:0024 P:envMxdizc $82/E1CB 20 50 E3 JSR $E350 [$82:E350] A:001F X:0041 Y:0024 P:envMxdizc $82/E1CE A5 10 LDA $10 [$00:0010] A:00DD X:0041 Y:00DD P:envMxdizc $82/E1D0 F0 01 BEQ $01 [$E1D3] A:0001 X:0041 Y:00DD P:envMxdizc $82/E1D2 C8 INY A:0001 X:0041 Y:00DD P:envMxdizc $82/E1D3 84 20 STY $20 [$00:0020] A:0001 X:0041 Y:00DE P:envMxdizc $82/E1D5 A5 09 LDA $09 [$00:0009] A:0001 X:0041 Y:00DE P:envMxdizc $82/E1D7 C5 0C CMP $0C [$00:000C] A:001F X:0041 Y:00DE P:envMxdizc $82/E1D9 F0 1D BEQ $1D [$E1F8] A:001F X:0041 Y:00DE P:envMxdiZC $82/E1F8 A5 04 LDA $04 [$00:0004] A:001F X:0041 Y:00DE P:envMxdiZC $82/E1FA F0 04 BEQ $04 [$E200] A:0000 X:0041 Y:00DE P:envMxdiZC $82/E200 A5 05 LDA $05 [$00:0005] A:0000 X:0041 Y:00DE P:envMxdiZC $82/E202 F0 F8 BEQ $F8 [$E1FC] A:0000 X:0041 Y:00DE P:envMxdiZC $82/E1FC A9 09 LDA #$09 A:0000 X:0041 Y:00DE P:envMxdiZC $82/E1FE 80 08 BRA $08 [$E208] A:0009 X:0041 Y:00DE P:envMxdizC $82/E208 85 07 STA $07 [$00:0007] A:0009 X:0041 Y:00DE P:envMxdizC $82/E20A A5 0C LDA $0C [$00:000C] A:0009 X:0041 Y:00DE P:envMxdizC $82/E20C D0 33 BNE $33 [$E241] A:001F X:0041 Y:00DE P:envMxdizC $82/E241 A5 09 LDA $09 [$00:0009] A:001F X:0041 Y:00DE P:envMxdizC $82/E243 38 SEC A:001F X:0041 Y:00DE P:envMxdizC $82/E244 E5 0C SBC $0C [$00:000C] A:001F X:0041 Y:00DE P:envMxdizC $82/E246 30 07 BMI $07 [$E24F] A:0000 X:0041 Y:00DE P:envMxdiZC $82/E248 F0 05 BEQ $05 [$E24F] A:0000 X:0041 Y:00DE P:envMxdiZC $82/E24F A6 0E LDX $0E [$00:000E] A:001F X:0021 Y:009E P:envMxdizC $82/E251 BF 00 D0 7F LDA $7FD000,x[$7F:D021] A:001F X:0021 Y:009E P:envMxdizC $82/E255 4A LSR A A:0003 X:0021 Y:009E P:envMxdizC $82/E256 4A LSR A A:0001 X:0021 Y:009E P:envMxdizC $82/E257 4A LSR A A:0000 X:0021 Y:009E P:envMxdiZC $82/E258 4A LSR A A:0000 X:0021 Y:009E P:envMxdiZc $82/E259 4A LSR A A:0000 X:0021 Y:009E P:envMxdiZc $82/E25A 85 04 STA $04 [$00:0004] A:0000 X:0021 Y:009E P:envMxdiZc $82/E25C F0 07 BEQ $07 [$E265] A:0000 X:0021 Y:009E P:envMxdiZc $82/E25E 1A INC A A:0702 X:0107 Y:079E P:envMxdizC $82/E25F C5 22 CMP $22 [$00:0022] A:0703 X:0107 Y:079E P:envMxdizC $82/E261 90 02 BCC $02 [$E265] A:0703 X:0107 Y:079E P:envMxdizC $82/E263 85 22 STA $22 [$00:0022] A:0703 X:0107 Y:079E P:envMxdizC $82/E265 BF 00 D0 7F LDA $7FD000,x[$7F:D021] A:0000 X:0021 Y:009E P:envMxdiZc $82/E269 29 1F AND #$1F A:0003 X:0021 Y:009E P:envMxdizc $82/E26B 85 08 STA $08 [$00:0008] A:0003 X:0021 Y:009E P:envMxdizc $82/E26D C9 18 CMP #$18 A:0003 X:0021 Y:009E P:envMxdizc $82/E26F 90 1C BCC $1C [$E28D] A:0003 X:0021 Y:009E P:eNvMxdizc $82/E271 A5 10 LDA $10 [$00:0010] A:071A X:0107 Y:079E P:envMxdizC $82/E273 D0 06 BNE $06 [$E27B] A:0701 X:0107 Y:079E P:envMxdizC $82/E275 BF FF CF 7F LDA $7FCFFF,x[$7F:D107] A:0700 X:0108 Y:07DE P:envMxdiZC $82/E279 80 04 BRA $04 [$E27F] A:075A X:0108 Y:07DE P:envMxdizC $82/E27B BF E0 CF 7F LDA $7FCFE0,x[$7F:D0E7] A:0701 X:0107 Y:079E P:envMxdizC $82/E27F 29 1F AND #$1F A:0704 X:0107 Y:079E P:envMxdizC $82/E281 C5 08 CMP $08 [$00:0008] A:0704 X:0107 Y:079E P:envMxdizC $82/E283 D0 08 BNE $08 [$E28D] A:0704 X:0107 Y:079E P:eNvMxdizc $82/E285 A5 0C LDA $0C [$00:000C] A:071A X:0108 Y:07DE P:envMxdiZC $82/E287 C5 09 CMP $09 [$00:0009] A:0710 X:0108 Y:07DE P:envMxdizC $82/E289 D0 02 BNE $02 [$E28D] A:0710 X:0108 Y:07DE P:envMxdiZC $82/E28B E6 08 INC $08 [$00:0008] A:0710 X:0108 Y:07DE P:envMxdiZC $82/E28D A5 0D LDA $0D [$00:000D] A:0003 X:0021 Y:009E P:eNvMxdizc $82/E28F D0 59 BNE $59 [$E2EA] A:001F X:0021 Y:009E P:envMxdizc $82/E291 A9 01 LDA #$01 A:1600 X:03DE Y:165E P:envMxdiZc $82/E293 85 03 STA $03 [$00:0003] A:1601 X:03DE Y:165E P:envMxdizc $82/E295 A5 10 LDA $10 [$00:0010] A:1601 X:03DE Y:165E P:envMxdizc $82/E297 D0 08 BNE $08 [$E2A1] A:1600 X:03DE Y:165E P:envMxdiZc $82/E299 80 17 BRA $17 [$E2B2] A:1600 X:03DE Y:165E P:envMxdiZc $82/E29B BF 00 D8 7F LDA $7FD800,x ; Load Entry from Height Map $82/E29F 85 00 STA $00 ; Buffer Height Map Entry $82/E2A1 E8 INX ; Increment Load Index $82/E2A2 BF 00 C8 7F LDA $7FC800,x ; Load next Entry from the Step Map $82/E2A6 30 42 BMI $42 ; [$E2EA] ??? Branch if negative $82/E2A8 D0 1D BNE $1D ; [$E2C7] ??? $82/E2AA E6 03 INC $03 [$00:0003] A:0300 X:0183 Y:0395 P:envMxdiZc $82/E2AC BF 00 D8 7F LDA $7FD800,x[$7F:D983] A:0300 X:0183 Y:0395 P:envMxdizc $82/E2B0 85 00 STA $00 [$00:0000] A:031C X:0183 Y:0395 P:envMxdizc $82/E2B2 C2 21 REP #$21 A:1600 X:03DE Y:165E P:envMxdiZc $82/E2B4 8A TXA A:1600 X:03DE Y:165E P:envmxdiZc $82/E2B5 69 20 00 ADC #$0020 A:03DE X:03DE Y:165E P:envmxdizc $82/E2B8 AA TAX A:03FE X:03DE Y:165E P:envmxdizc $82/E2B9 E2 20 SEP #$20 A:03FE X:03FE Y:165E P:envmxdizc $82/E2BB BF 00 C8 7F LDA $7FC800,x[$7F:CBFE] A:03FE X:03FE Y:165E P:envMxdizc $82/E2BF 30 29 BMI $29 [$E2EA] A:03FF X:03FE Y:165E P:eNvMxdizc $82/E2C1 D0 04 BNE $04 [$E2C7] A:0000 X:0061 Y:00DD P:envMxdiZc $82/E2C3 E6 03 INC $03 [$00:0003] A:0000 X:0061 Y:00DD P:envMxdiZc $82/E2C5 80 D4 BRA $D4 [$E29B] A:0000 X:0061 Y:00DD P:envMxdizc $82/E2C7 C5 00 CMP $00 [$00:0000] A:001C X:0062 Y:00DD P:envMxdizc $82/E2C9 B0 02 BCS $02 [$E2CD] A:001C X:0062 Y:00DD P:envMxdiZC
- Code is missing here
$82/E2CD A5 03 LDA $03 [$00:0003] A:001C X:0062 Y:00DD P:envMxdiZC $82/E2CF 18 CLC A:0002 X:0062 Y:00DD P:envMxdizC $82/E2D0 65 09 ADC $09 [$00:0009] A:0002 X:0062 Y:00DD P:envMxdizc $82/E2D2 85 11 STA $11 [$00:0011] A:0021 X:0062 Y:00DD P:envMxdizc $82/E2D4 A5 09 LDA $09 [$00:0009] A:0021 X:0062 Y:00DD P:envMxdizc $82/E2D6 38 SEC A:001F X:0062 Y:00DD P:envMxdizc $82/E2D7 E5 00 SBC $00 [$00:0000] A:001F X:0062 Y:00DD P:envMxdizC $82/E2D9 18 CLC A:0003 X:0062 Y:00DD P:envMxdizC $82/E2DA 65 03 ADC $03 [$00:0003] A:0003 X:0062 Y:00DD P:envMxdizc $82/E2DC C9 02 CMP #$02 A:0005 X:0062 Y:00DD P:envMxdizc $82/E2DE 10 02 BPL $02 [$E2E2] A:0005 X:0062 Y:00DD P:envMxdizC $82/E2E2 85 03 STA $03 [$00:0003] A:0005 X:0062 Y:00DD P:envMxdizC $82/E2E4 A5 09 LDA $09 [$00:0009] A:0005 X:0062 Y:00DD P:envMxdizC $82/E2E6 C5 03 CMP $03 [$00:0003] A:001F X:0062 Y:00DD P:envMxdizC $82/E2E8 B0 35 BCS $35 [$E31F] A:001F X:0062 Y:00DD P:envMxdizC $82/E2EA A6 0E LDX $0E [$00:000E] A:001F X:0021 Y:009E P:envMxdizc $82/E2EC A5 10 LDA $10 [$00:0010] A:001F X:0021 Y:009E P:envMxdizc $82/E2EE D0 06 BNE $06 [$E2F6] A:0000 X:0021 Y:009E P:envMxdiZc $82/E2F0 BF 20 D0 7F LDA $7FD020,x[$7F:D041] A:0000 X:0021 Y:009E P:envMxdiZc $82/E2F4 80 04 BRA $04 [$E2FA] A:0011 X:0021 Y:009E P:envMxdizc $82/E2F6 BF 01 D0 7F LDA $7FD001,x[$7F:D042] A:0001 X:0041 Y:00DE P:envMxdizc $82/E2FA 4A LSR A A:0011 X:0021 Y:009E P:envMxdizc $82/E2FB 4A LSR A A:0008 X:0021 Y:009E P:envMxdizC $82/E2FC 4A LSR A A:0004 X:0021 Y:009E P:envMxdizc $82/E2FD 4A LSR A A:0002 X:0021 Y:009E P:envMxdizc $82/E2FE 4A LSR A A:0001 X:0021 Y:009E P:envMxdizc $82/E2FF 85 05 STA $05 [$00:0005] A:0000 X:0021 Y:009E P:envMxdiZC $82/E301 18 CLC A:0000 X:0021 Y:009E P:envMxdiZC $82/E302 65 09 ADC $09 [$00:0009] A:0000 X:0021 Y:009E P:envMxdiZc $82/E304 38 SEC A:001F X:0021 Y:009E P:envMxdizc $82/E305 E5 0D SBC $0D [$00:000D] A:001F X:0021 Y:009E P:envMxdizC $82/E307 F0 08 BEQ $08 [$E311] A:0000 X:0021 Y:009E P:envMxdiZC $82/E309 10 06 BPL $06 [$E311] A:0103 X:0042 Y:011E P:envMxdizC $82/E311 85 03 STA $03 [$00:0003] A:0000 X:0021 Y:009E P:envMxdiZC $82/E313 A5 05 LDA $05 [$00:0005] A:0000 X:0021 Y:009E P:envMxdiZC $82/E315 F0 02 BEQ $02 [$E319] A:0000 X:0021 Y:009E P:envMxdiZC $82/E319 A5 0D LDA $0D [$00:000D] A:0000 X:0021 Y:009E P:envMxdiZC $82/E31B D0 02 BNE $02 [$E31F] A:001F X:0021 Y:009E P:envMxdizC $82/E31D E6 03 INC $03 [$00:0003] A:0300 X:03DE Y:165E P:envMxdiZC $82/E31F 64 02 STZ $02 [$00:0002] A:001F X:0021 Y:009E P:envMxdizC $82/E321 A5 07 LDA $07 [$00:0007] A:001F X:0021 Y:009E P:envMxdizC $82/E323 20 75 E3 JSR $E375 [$82:E375] A:0001 X:0021 Y:009E P:envMxdizC $82/E326 A5 03 LDA $03 [$00:0003] A:0000 X:013C Y:0024 P:envMxdiZc $82/E328 F0 1C BEQ $1C [$E346] A:0000 X:013C Y:0024 P:envMxdiZc $82/E340 E6 02 INC $02 [$00:0002] A:0100 X:033C Y:01F8 P:envMxdiZc $82/E342 C6 03 DEC $03 [$00:0003] A:0100 X:033C Y:01F8 P:envMxdizc $82/E344 D0 EF BNE $EF [$E335] A:0100 X:033C Y:01F8 P:envMxdizc $82/E346 4C 63 E1 JMP $E163 [$82:E163] A:0000 X:013C Y:0024 P:envMxdiZc
$82/E350 ?
$09 entry of the $7F/C800 table $0A contains the Original X value $0B contains the Original Y value
$82/E350 A9 40 LDA #$40 A:001F X:0021 Y:0001 P:envMxdizc $82/E352 8D 02 42 STA $4202 [$82:4202] A:0040 X:0021 Y:0001 P:envMxdizc $82/E355 A5 0A LDA $0A [$00:000A] A:0040 X:0021 Y:0001 P:envMxdizc $82/E357 38 SEC A:0001 X:0021 Y:0001 P:envMxdizc $82/E358 65 0B ADC $0B [$00:000B] A:0001 X:0021 Y:0001 P:envMxdizC $82/E35A 6D CC 16 ADC $16CC [$82:16CC] A:0003 X:0021 Y:0001 P:envMxdizc $82/E35D 38 SEC A:0021 X:0021 Y:0001 P:envMxdizc $82/E35E E5 09 SBC $09 [$00:0009] A:0021 X:0021 Y:0001 P:envMxdizC $82/E360 8D 03 42 STA $4203 [$82:4203] A:0002 X:0021 Y:0001 P:envMxdizC $82/E363 18 CLC A:0002 X:0021 Y:0001 P:envMxdizC $82/E364 7B TDC A:0002 X:0021 Y:0001 P:envMxdizc $82/E365 AD CA 16 LDA $16CA [$82:16CA] A:0000 X:0021 Y:0001 P:envMxdiZc $82/E368 65 0A ADC $0A [$00:000A] A:001F X:0021 Y:0001 P:envMxdizc $82/E36A E5 0B SBC $0B [$00:000B] A:0020 X:0021 Y:0001 P:envMxdizc $82/E36C C2 21 REP #$21 A:001E X:0021 Y:0001 P:envMxdizC $82/E36E 6D 16 42 ADC $4216 [$82:4216] A:001E X:0021 Y:0001 P:envmxdizc $82/E371 A8 TAY A:009E X:0021 Y:0001 P:envmxdizc $82/E372 E2 20 SEP #$20 A:009E X:0021 Y:009E P:envmxdizc $82/E374 60 RTS A:009E X:0021 Y:009E P:envMxdizc
$82/E375 ?
$82/E375 18 CLC A:0001 X:0021 Y:009E P:envMxdizC $82/E376 65 10 ADC $10 [$00:0010] A:0001 X:0021 Y:009E P:envMxdizc $82/E378 EB XBA A:0001 X:0021 Y:009E P:envMxdizc $82/E379 A5 06 LDA $06 [$00:0006] A:0100 X:0021 Y:009E P:envMxdiZc $82/E37B F0 10 BEQ $10 [$E38D] A:0100 X:0021 Y:009E P:envMxdiZc $82/E37D C6 06 DEC $06 [$00:0006] A:0202 X:00E6 Y:069E P:envMxdizc $82/E37F A9 00 LDA #$00 A:0202 X:00E6 Y:069E P:envMxdizc $82/E381 EB XBA A:0200 X:00E6 Y:069E P:envMxdiZc $82/E382 20 B4 E3 JSR $E3B4 [$82:E3B4] A:0002 X:00E6 Y:069E P:envMxdizc $82/E385 A5 22 LDA $22 [$00:0022] A:06DE X:0D3C Y:0026 P:envMxdizc $82/E387 F0 2A BEQ $2A [$E3B3] A:0600 X:0D3C Y:0026 P:envMxdiZc
$82/E38D A5 22 LDA $22 [$00:0022] A:0100 X:0021 Y:009E P:envMxdiZc $82/E38F F0 10 BEQ $10 [$E3A1] A:0100 X:0021 Y:009E P:envMxdiZc
$82/E3A1 A9 00 LDA #$00 A:0100 X:0021 Y:009E P:envMxdiZc $82/E3A3 EB XBA A:0100 X:0021 Y:009E P:envMxdiZc $82/E3A4 20 13 E4 JSR $E413 [$82:E413] A:0001 X:0021 Y:009E P:envMxdizc $82/E3A7 A5 06 LDA $06 [$00:0006] A:00DE X:013C Y:0024 P:envMxdizc $82/E3A9 F0 02 BEQ $02 [$E3AD] A:0000 X:013C Y:0024 P:envMxdiZc $82/E3AD A5 22 LDA $22 [$00:0022] A:0000 X:013C Y:0024 P:envMxdiZc $82/E3AF F0 02 BEQ $02 [$E3B3] A:0000 X:013C Y:0024 P:envMxdiZc
$82/E3B3 60 RTS A:0000 X:013C Y:0024 P:envMxdiZc
$82/E3B4 ? Tilemap building
$82/E3B4 A6 20 LDX $20 ; Load Map Index $82/E3B6 48 PHA ; ??? Push Original A on Stack $82/E3B7 BF 00 80 7F LDA $7F8000,x[$7F:869E] A:0002 X:069E Y:069E P:envMxdizc $82/E3BB 29 F0 AND #$F0 A:00B0 X:069E Y:069E P:eNvMxdizc $82/E3BD 03 01 ORA $01,s ; Add Original A value to it $82/E3BF 9F 00 80 7F STA $7F8000,x[$7F:869E] A:00B2 X:069E Y:069E P:eNvMxdizc $82/E3C3 A5 0A LDA $0A [$00:000A] A:00B2 X:069E Y:069E P:eNvMxdizc $82/E3C5 9F 00 98 7F STA $7F9800,x[$7F:9E9E] A:0006 X:069E Y:069E P:envMxdizc $82/E3C9 A5 0B LDA $0B [$00:000B] A:0006 X:069E Y:069E P:envMxdizc $82/E3CB 9F 00 B0 7F STA $7FB000,x[$7F:B69E] A:0007 X:069E Y:069E P:envMxdizc $82/E3CF 68 PLA ; Restore Original A $82/E3D0 20 53 E4 JSR $E453 [$82:E453] A:0002 X:069E Y:069E P:envMxdizc $82/E3D3 48 PHA ; Push Double Byte for Tilemap on Stack $82/E3D4 A5 20 LDA $20 ; Load Map Index $82/E3D6 0A ASL A ; Multiply by 2 - has to be double sized for the upcoming Map $82/E3D7 AA TAX ; Transfer in X as Store Index $82/E3D8 68 PLA ; Pull Double Byte for Tilemap back from Stack $82/E3D9 09 00 20 ORA #$2000 ; Add Tile Priority Bit $82/E3DC 9F 00 20 7F STA $7F2000,x ; Store Byte in BG1 Overall Map $82/E3E0 8A TXA ; Transfer Store Index in A $82/E3E1 18 CLC ; Clear Carry so the program doesn't roll in a set bit $82/E3E2 4A LSR A ; Div by 2 to store it back in $20 later $82/E3E3 69 40 00 ADC #$0040 ; Add #$40 - this jumps one line down in the Overall Map $82/E3E6 85 20 STA $20 ; Store back Map Index $82/E3E8 E2 20 SEP #$20 ; A = 16 Bit $82/E3EA 60 RTS
$82/E413 ?
$82/E413 A6 20 LDX $20 ; Load Map Index $82/E415 48 PHA ; ??? Push Original A on Stack $82/E416 BF 00 80 7F LDA $7F8000,x[$7F:809E] A:0001 X:009E Y:009E P:envMxdizc $82/E41A 29 F0 AND #$F0 A:0000 X:009E Y:009E P:envMxdiZc $82/E41C F0 02 BEQ $02 [$E420] A:0000 X:009E Y:009E P:envMxdiZc
- Code is missing here
$82/E420 68 PLA ; ??? Restore Original A $82/E421 48 PHA ; ??? Make a Savety Copy of Original A on Stack $82/E422 0A ASL A A:0001 X:009E Y:009E P:envMxdizc $82/E423 0A ASL A A:0002 X:009E Y:009E P:envMxdizc $82/E424 0A ASL A A:0004 X:009E Y:009E P:envMxdizc $82/E425 0A ASL A A:0008 X:009E Y:009E P:envMxdizc $82/E426 1F 00 80 7F ORA $7F8000,x[$7F:809E] A:0010 X:009E Y:009E P:envMxdizc $82/E42A 9F 00 80 7F STA $7F8000,x[$7F:809E] A:0010 X:009E Y:009E P:envMxdizc $82/E42E 68 PLA ; ??? Restore Original A from Stack $82/E42F 20 53 E4 JSR $E453 [$82:E453] A:0001 X:009E Y:009E P:envMxdizc $82/E432 48 PHA ; Push Map Bytes on Stack $82/E433 A5 20 LDA $20 [$00:0020] A:1020 X:00A4 Y:0024 P:eNvmxdizc $82/E435 0A ASL A ; Multiply by 2 - has to be double sized for the upcoming Map $82/E436 AA TAX $82/E437 68 PLA ; Pull Map Bytes from Stack $82/E438 9F 00 50 7F STA $7F5000,x ; Store Byte in BG2 Overall Map $82/E43C 8A TXA ; Transfer Map Index to A $82/E43D 4A LSR A ; Div by 2 to store it back in $20 later $82/E43E 69 40 00 ADC #$0040 ; Add #$40 - this jumps one line down in the Overall Map $82/E441 85 20 STA $20 ; Store back Map Index $82/E443 E2 20 SEP #$20 ; A = 16 Bit $82/E445 60 RTS
$82/E453 ? Jump Table
$82/E453 8B PHB ; Buffer Data Bank on Stack $82/E454 F4 00 7F PEA $7F00 ; Set Data Bank to $7F $82/E457 AB PLB $82/E458 AB PLB $82/E459 0A ASL A ; Use A as Index for the Jump Table beneath $82/E45A AA TAX $82/E45B 7C 5E E4 JMP ($E45E,x)
$82/E45E ? Jump Table for $82/E453
78 E4 Entry #$00 - 7F E4 Entry #$01 - 8C E4 Entry #$02 - 99 E4 Entry #$03 - A6 E4 Entry #$04 - CD E4 Entry #$05 - DF E4 Entry #$06 - B3 E4 Entry #$07 - C0 E4 Entry #$08 - F1 E4 Entry #$09 - 08 E5 Entry #$0A - 1F E5 Entry #$0B - 46 E5 Entry #$0C -
$82/E47F ? Jump Table Entry #$01
$82/E47F A5 08 LDA $08 [$00:0008] A:0002 X:0002 Y:009E P:envMxdizc $82/E481 0A ASL A A:0003 X:0002 Y:009E P:envMxdizc $82/E482 A8 TAY A:0006 X:0002 Y:009E P:envMxdizc $82/E483 BE 04 00 LDX $0004,y[$7F:000A] A:0006 X:0002 Y:0006 P:envMxdizc $82/E486 BD 00 00 LDA $0000,x[$7F:00A4] A:0006 X:00A4 Y:0006 P:envMxdizc $82/E489 4C 6D E5 JMP $E56D ; Jump Table Entry End 1: Use A * 2 as Load Index for Tilemap Value
$82/E48C ? Jump Table Entry #$02
$82/E48C A5 08 LDA $08 [$00:0008] A:0004 X:0004 Y:069E P:envMxdizc $82/E48E 0A ASL A A:0003 X:0004 Y:069E P:envMxdizc $82/E48F A8 TAY A:0006 X:0004 Y:069E P:envMxdizc $82/E490 BE 04 00 LDX $0004,y[$7F:000A] A:0006 X:0004 Y:0006 P:envMxdizc $82/E493 BD 00 00 LDA $0000,x[$7F:00A4] A:0006 X:00A4 Y:0006 P:envMxdizc $82/E496 4C 75 E5 JMP $E575 ; Jump Table Entry End 2: Use A * 6 as Load Index for Tilemap Value
$82/E499 ? Jump Table Entry #$03
$82/E499 A5 08 LDA $08 [$00:0008] A:0006 X:0006 Y:0094 P:envMxdizc $82/E49B 0A ASL A A:0003 X:0006 Y:0094 P:envMxdizc $82/E49C A8 TAY A:0006 X:0006 Y:0094 P:envMxdizc $82/E49D BE 04 00 LDX $0004,y[$7F:000A] A:0006 X:0006 Y:0006 P:envMxdizc $82/E4A0 BD 01 00 LDA $0001,x[$7F:00A5] A:0006 X:00A4 Y:0006 P:envMxdizc $82/E4A3 4C 6D E5 JMP $E56D ; Jump Table Entry End 1: Use A * 2 as Load Index for Tilemap Value
$82/E4A6 ? Jump Table Entry #$04
$82/E4A6 A5 08 LDA $08 [$00:0008] A:0008 X:0008 Y:0116 P:envMxdizc $82/E4A8 0A ASL A A:0003 X:0008 Y:0116 P:envMxdizc $82/E4A9 A8 TAY A:0006 X:0008 Y:0116 P:envMxdizc $82/E4AA BE 04 00 LDX $0004,y[$7F:000A] A:0006 X:0008 Y:0006 P:envMxdizc $82/E4AD BD 01 00 LDA $0001,x[$7F:00A5] A:0006 X:00A4 Y:0006 P:envMxdizc $82/E4B0 4C 75 E5 JMP $E575 ; Jump Table Entry End 2: Use A * 6 as Load Index for Tilemap Value
$82/E4B3 ? Jump Table Entry #$07
$82/E4B3 A5 08 LDA $08 [$00:0008] A:000E X:000E Y:0170 P:envMxdizc $82/E4B5 0A ASL A A:0006 X:000E Y:0170 P:envMxdizc $82/E4B6 A8 TAY A:000C X:000E Y:0170 P:envMxdizc $82/E4B7 BE 04 00 LDX $0004,y[$7F:0010] A:000C X:000E Y:000C P:envMxdizc $82/E4BA BD 02 00 LDA $0002,x[$7F:0106] A:000C X:0104 Y:000C P:envMxdizc $82/E4BD 4C 6D E5 JMP $E56D ; Jump Table Entry End 1: Use A * 2 as Load Index for Tilemap Value
$82/E4C0 ? Jump Table Entry #$08
$82/E4C0 A5 08 LDA $08 [$00:0008] A:0010 X:0010 Y:0172 P:envMxdizc $82/E4C2 0A ASL A A:0006 X:0010 Y:0172 P:envMxdizc $82/E4C3 A8 TAY A:000C X:0010 Y:0172 P:envMxdizc $82/E4C4 BE 04 00 LDX $0004,y[$7F:0010] A:000C X:0010 Y:000C P:envMxdizc $82/E4C7 BD 02 00 LDA $0002,x[$7F:0106] A:000C X:0104 Y:000C P:envMxdizc $82/E4CA 4C 75 E5 JMP $E575 ; Jump Table Entry End 2: Use A * 6 as Load Index for Tilemap Value
$82/E4CD ? Jump Table Entry #$05
$82/E4CD A5 08 LDA $08 [$00:0008] A:000A X:000A Y:0034 P:envMxdizc $82/E4CF 0A ASL A A:0003 X:000A Y:0034 P:envMxdizc $82/E4D0 AA TAX A:0006 X:000A Y:0034 P:envMxdizc $82/E4D1 A5 02 LDA $02 [$00:0002] A:0006 X:0006 Y:0034 P:envMxdizc $82/E4D3 C2 21 REP #$21 A:0001 X:0006 Y:0034 P:envMxdizc $82/E4D5 7D 04 00 ADC $0004,x[$7F:000A] A:0001 X:0006 Y:0034 P:envmxdizc $82/E4D8 AA TAX A:00A5 X:0006 Y:0034 P:envmxdizc $82/E4D9 BD 02 00 LDA $0002,x[$7F:00A7] A:00A5 X:00A5 Y:0034 P:envmxdizc $82/E4DC 4C 6D E5 JMP $E56D ; Jump Table Entry End 1: Use A * 2 as Load Index for Tilemap Value
$82/E4DF ? Jump Table Entry #$06
$82/E4DF A5 08 LDA $08 [$00:0008] A:000C X:000C Y:0036 P:envMxdizc $82/E4E1 0A ASL A A:0003 X:000C Y:0036 P:envMxdizc $82/E4E2 AA TAX A:0006 X:000C Y:0036 P:envMxdizc $82/E4E3 A5 02 LDA $02 [$00:0002] A:0006 X:0006 Y:0036 P:envMxdizc $82/E4E5 C2 21 REP #$21 A:0001 X:0006 Y:0036 P:envMxdizc $82/E4E7 7D 04 00 ADC $0004,x[$7F:000A] A:0001 X:0006 Y:0036 P:envmxdizc $82/E4EA AA TAX A:00A5 X:0006 Y:0036 P:envmxdizc $82/E4EB BD 02 00 LDA $0002,x[$7F:00A7] A:00A5 X:00A5 Y:0036 P:envmxdizc $82/E4EE 4C 75 E5 JMP $E575 ; Jump Table Entry End 2: Use A * 6 as Load Index for Tilemap Value
$82/E4F1 ? Jump Table Entry #$09
$82/E4F1 A6 0E LDX $0E [$00:000E] A:0012 X:0012 Y:011E P:envMxdizc $82/E4F3 BF FF CF 7F LDA $7FCFFF,x[$7F:D041] A:0012 X:0042 Y:011E P:envMxdizc $82/E4F7 29 1F AND #$1F A:0011 X:0042 Y:011E P:envMxdizc $82/E4F9 C2 20 REP #$20 A:0011 X:0042 Y:011E P:envMxdizc $82/E4FB EB XBA A:0011 X:0042 Y:011E P:envmxdizc $82/E4FC 4A LSR A A:1100 X:0042 Y:011E P:envmxdiZc $82/E4FD 4A LSR A A:0880 X:0042 Y:011E P:envmxdizc $82/E4FE 4A LSR A A:0440 X:0042 Y:011E P:envmxdizc $82/E4FF E2 20 SEP #$20 A:0220 X:0042 Y:011E P:envmxdizc $82/E501 05 08 ORA $08 [$00:0008] A:0220 X:0042 Y:011E P:envMxdizc $82/E503 A8 TAY A:0223 X:0042 Y:011E P:envMxdizc $82/E504 B1 A6 LDA ($A6),y[$7F:0667] A:0223 X:0042 Y:0223 P:envMxdizc $82/E506 80 65 BRA $65 ; [$E56D] Jump Table Entry End 1: Use A * 2 as Load Index for Tilemap Value
$82/E508 ? Jump Table Entry #$0A
$82/E508 A6 0E LDX $0E [$00:000E] A:0014 X:0014 Y:00DE P:envMxdizc $82/E50A BF E0 CF 7F LDA $7FCFE0,x[$7F:D021] A:0014 X:0041 Y:00DE P:envMxdizc $82/E50E 29 1F AND #$1F A:0003 X:0041 Y:00DE P:envMxdizc $82/E510 C2 20 REP #$20 A:0003 X:0041 Y:00DE P:envMxdizc $82/E512 EB XBA A:0003 X:0041 Y:00DE P:envmxdizc $82/E513 4A LSR A A:0300 X:0041 Y:00DE P:envmxdiZc $82/E514 4A LSR A A:0180 X:0041 Y:00DE P:envmxdizc $82/E515 4A LSR A A:00C0 X:0041 Y:00DE P:envmxdizc $82/E516 E2 20 SEP #$20 A:0060 X:0041 Y:00DE P:envmxdizc $82/E518 05 08 ORA $08 [$00:0008] A:0060 X:0041 Y:00DE P:envMxdizc $82/E51A A8 TAY A:0071 X:0041 Y:00DE P:envMxdizc $82/E51B B1 A6 LDA ($A6),y[$7F:04B5] A:0071 X:0041 Y:0071 P:envMxdizc $82/E51D 80 56 BRA $56 ; [$E575] Jump Table Entry End 2: Use A * 6 as Load Index for Tilemap Value
$82/E51F ? Jump Table Entry #$0B
$82/E51F A6 0E LDX $0E [$00:000E] A:0016 X:0016 Y:029E P:envMxdizc $82/E521 18 CLC A:0016 X:0063 Y:029E P:envMxdizc $82/E522 BF FF C7 7F LDA $7FC7FF,x ; Load value from Step Map $82/E526 FF 00 C8 7F SBC $7FC800,x ; Subtract value from the rhomb next to it $82/E52A 0A ASL A A:0000 X:0063 Y:029E P:envMxdiZC $82/E52B A8 TAY A:0000 X:0063 Y:029E P:envMxdiZc $82/E52C BF FF D3 7F LDA $7FD3FF,x ; Load value from "Object" Map $82/E530 29 1F AND #$1F A:0003 X:0063 Y:0000 P:envMxdizc $82/E532 0A ASL A A:0003 X:0063 Y:0000 P:envMxdizc $82/E533 C2 21 REP #$21 ; A = 16-bit, Clear Carry $82/E535 71 A8 ADC ($A8),y[$7F:0844] A:0006 X:0063 Y:0000 P:envmxdizc $82/E537 A8 TAY A:0886 X:0063 Y:0000 P:envmxdizc $82/E538 A5 08 LDA $08 [$00:0008] A:0886 X:0063 Y:0886 P:envmxdizc $82/E53A 29 FF 00 AND #$00FF A:1B05 X:0063 Y:0886 P:envmxdizc $82/E53D 79 00 00 ADC $0000,y[$7F:0886] A:0005 X:0063 Y:0886 P:envmxdizc $82/E540 A8 TAY A:09C5 X:0063 Y:0886 P:envmxdizc $82/E541 B9 00 00 LDA $0000,y[$7F:09C5] A:09C5 X:0063 Y:09C5 P:envmxdizc $82/E544 80 27 BRA $27 ; [$E56D] Jump Table Entry End 1: Use A * 2 as Load Index for Tilemap Value
$82/E56D Jump Table Entry End 1: Use A * 2 as Load Index for Tilemap Value
$82/E56D C2 20 REP #$20 ; A = 16 bit $82/E56F 29 FF 00 AND #$00FF ; Remove Upper Byte of A $82/E572 0A ASL A ; Multiply A by 2 $82/E573 80 07 BRA $07 ; [$E57C] Do the rest like below
$82/E575 Jump Table Entry End 2: Use A * 6 as Load Index for Tilemap Value
This is one of two ways how the Jump Table Entries from above can end
$82/E575 C2 20 REP #$20 ; A = 16 bit $82/E577 29 FF 00 AND #$00FF ; Remove Upper Byte of A $82/E57A 0A ASL A ; Multiply A by 6 $82/E57B 1A INC A $82/E57C 0A ASL A $82/E57D A8 TAY ; Transfer A in Y as Load Index $82/E57E B1 AA LDA ($AA),y ; Load Value for Tilemap $82/E580 AB PLB ; Restore Original Data Bank $82/E581 60 RTS
$82/EB6B Set BG1/2 Scroll Registers
$82/EB6B AE B1 05 LDX $05B1 ; Update BG1 H-Scroll Register Buffer $82/EB6E 8E 91 05 STX $0591 $82/EB71 AE B3 05 LDX $05B3 ; Update BG1 V-Scroll Register Buffer $82/EB74 8E 93 05 STX $0593 $82/EB77 AE B5 05 LDX $05B5 ; Update BG2 H-Scroll Register Buffer $82/EB7A 8E 95 05 STX $0595 $82/EB7D AE B7 05 LDX $05B7 ; Update BG2 V-Scroll Register Buffer $82/EB80 8E 97 05 STX $0597 $82/EB83 60 RTS
$82/EB84 ?
$82/EB84 A0 00 00 LDY #$0000 A:0780 X:0000 Y:5800 P:eNvMxdizc $82/EB87 8C DC 16 STY $16DC [$82:16DC] A:0780 X:0000 Y:0000 P:envMxdiZc $82/EB8A 8C E0 16 STY $16E0 [$82:16E0] A:0780 X:0000 Y:0000 P:envMxdiZc $82/EB8D 8C E4 16 STY $16E4 [$82:16E4] A:0780 X:0000 Y:0000 P:envMxdiZc $82/EB90 8C E8 16 STY $16E8 [$82:16E8] A:0780 X:0000 Y:0000 P:envMxdiZc $82/EB93 88 DEY A:0780 X:0000 Y:0000 P:envMxdiZc $82/EB94 8C DA 16 STY $16DA [$82:16DA] A:0780 X:0000 Y:FFFF P:eNvMxdizc $82/EB97 8C DE 16 STY $16DE [$82:16DE] A:0780 X:0000 Y:FFFF P:eNvMxdizc $82/EB9A 8C E2 16 STY $16E2 [$82:16E2] A:0780 X:0000 Y:FFFF P:eNvMxdizc $82/EB9D 8C E6 16 STY $16E6 [$82:16E6] A:0780 X:0000 Y:FFFF P:eNvMxdizc $82/EBA0 6B RTL A:0780 X:0000 Y:FFFF P:eNvMxdizc
$82/F0FC ?
$82/F0FC 8B PHB ; Buffer Program Bank $82/F0FD 4B PHK ; Set Program Bank to $82 $82/F0FE AB PLB $82/F0FF 20 04 F1 JSR $F104 [$82:F104] A:0003 X:00DF Y:0060 P:eNvMxdizC $82/F102 AB PLB ; Restore Program Bank $82/F103 6B RTL
$82/F104 ?
$82/F104 48 PHA A:0003 X:00DF Y:0060 P:eNvMxdizC $82/F105 A5 00 LDA $00 [$00:0000] A:0003 X:00DF Y:0060 P:eNvMxdizC $82/F107 C5 02 CMP $02 [$00:0002] A:0001 X:00DF Y:0060 P:envMxdizC $82/F109 68 PLA A:0001 X:00DF Y:0060 P:eNvMxdizc $82/F10A 90 05 BCC $05 [$F111] A:0003 X:00DF Y:0060 P:envMxdizc
- Code is missing here
$82/F10F 80 03 BRA $03 ; [$F114] Exit $82/F111 20 AD F2 JSR $F2AD [$82:F2AD] A:0003 X:00DF Y:0060 P:envMxdizc $82/F114 60 RTS A:0038 X:0006 Y:781B P:envMxdiZc
$82/F115 ? Build and transfer BG1 Tilemap
$04 = Used to find the address from where to load data of the whole BG1 map
$06 = Used to find the address from where to load data of the whole BG1 map
$08 = number of Tiles to build in BG1 tilemap, first part
$09 = number of Tiles to build in BG1 tilemap, second part
$16D6 = Store Index for BG1 Tilemap buffer
$82/F115 64 01 STZ $01 [$00:0001] A:1003 X:01A0 Y:0110 P:envMxdizC $82/F117 64 03 STZ $03 [$00:0003] A:1003 X:01A0 Y:0110 P:envMxdizC $82/F119 85 0F STA $0F [$00:000F] A:1003 X:01A0 Y:0110 P:envMxdizC $82/F11B A9 80 LDA #$80 A:1003 X:01A0 Y:0110 P:envMxdizC $82/F11D 85 0E STA $0E [$00:000E] A:1080 X:01A0 Y:0110 P:eNvMxdizC $82/F11F C2 20 REP #$20 ; A = 16-bit $82/F121 A5 06 LDA $06 [$00:0006] A:1080 X:01A0 Y:0110 P:eNvmxdizC $82/F123 29 F8 FF AND #$FFF8 A:0110 X:01A0 Y:0110 P:envmxdizC $82/F126 0A ASL A A:0110 X:01A0 Y:0110 P:envmxdizC $82/F127 0A ASL A A:0220 X:01A0 Y:0110 P:envmxdizc $82/F128 0A ASL A A:0440 X:01A0 Y:0110 P:envmxdizc $82/F129 0A ASL A A:0880 X:01A0 Y:0110 P:envmxdizc $82/F12A 85 06 STA $06 [$00:0006] A:1100 X:01A0 Y:0110 P:envmxdizc $82/F12C A5 04 LDA $04 [$00:0004] A:1100 X:01A0 Y:0110 P:envmxdizc $82/F12E 4A LSR A A:01A0 X:01A0 Y:0110 P:envmxdizc $82/F12F 4A LSR A A:00D0 X:01A0 Y:0110 P:envmxdizc $82/F130 4A LSR A A:0068 X:01A0 Y:0110 P:envmxdizc $82/F131 85 04 STA $04 [$00:0004] A:0034 X:01A0 Y:0110 P:envmxdizc $82/F133 E2 20 SEP #$20 A:0034 X:01A0 Y:0110 P:envmxdizc $82/F135 29 1F AND #$1F A:0034 X:01A0 Y:0110 P:envMxdizc $82/F137 18 CLC A:0014 X:01A0 Y:0110 P:envMxdizc $82/F138 65 00 ADC $00 [$00:0000] A:0014 X:01A0 Y:0110 P:envMxdizc $82/F13A C9 21 CMP #$21 A:0034 X:01A0 Y:0110 P:envMxdizc $82/F13C 90 0C BCC $0C [$F14A] A:0034 X:01A0 Y:0110 P:envMxdizC $82/F13E E9 20 SBC #$20 A:0034 X:01A0 Y:0110 P:envMxdizC $82/F140 85 09 STA $09 [$00:0009] A:0014 X:01A0 Y:0110 P:envMxdizC $82/F142 A5 00 LDA $00 [$00:0000] A:0014 X:01A0 Y:0110 P:envMxdizC $82/F144 E5 09 SBC $09 [$00:0009] A:0020 X:01A0 Y:0110 P:envMxdizC $82/F146 85 08 STA $08 [$00:0008] A:000C X:01A0 Y:0110 P:envMxdizC $82/F148 80 06 BRA $06 [$F150] A:000C X:01A0 Y:0110 P:envMxdizC
- code is missing here
$82/F150 A5 0F LDA $0F [$00:000F] A:000C X:01A0 Y:0110 P:envMxdizC $82/F152 89 01 BIT #$01 A:0003 X:01A0 Y:0110 P:envMxdizC $82/F154 D0 03 BNE $03 [$F159] A:0003 X:01A0 Y:0110 P:envMxdizC
- code is missing here
$82/F159 A9 7F LDA #$7F ; Set up $7F/2000 in $20-2 $82/F15B 85 22 STA $22 ; (Address of the whole BG1 map for the TM buffer building subroutines) $82/F15D A2 00 20 LDX #$2000 $82/F160 86 20 STX $20 $82/F162 C2 20 REP #$20 ; A = 16-bit $82/F164 D4 02 PEI ($02) ; Buffer $02/3 and $06/7 on Stack $82/F166 D4 06 PEI ($06) $82/F168 AE D6 16 LDX $16D6 [$82:16D6] A:007F X:2000 Y:0110 P:envmxdizC $82/F16B A5 06 LDA $06 [$00:0006] A:007F X:0000 Y:0110 P:envmxdiZC $82/F16D C9 00 30 CMP #$3000 A:1100 X:0000 Y:0110 P:envmxdizC $82/F170 90 07 BCC $07 [$F179] A:1100 X:0000 Y:0110 P:eNvmxdizc
- code is missing here
$82/F179 A5 04 LDA $04 [$00:0004] A:1100 X:0000 Y:0110 P:eNvmxdizc $82/F17B C9 80 00 CMP #$0080 A:0034 X:0000 Y:0110 P:envmxdizc $82/F17E B0 0A BCS $0A [$F18A] A:0034 X:0000 Y:0110 P:eNvmxdizc $82/F180 05 06 ORA $06 [$00:0006] A:0034 X:0000 Y:0110 P:eNvmxdizc $82/F182 A8 TAY ; Use as Load Index for whole BG1 map $82/F183 A5 08 LDA $08 ; Load number of Tiles to build in BG1 Tilemap buffer $82/F185 20 CB F6 JSR $F6CB ; Build BG1 Tilemap in Buffer $82/F188 80 09 BRA $09 [$F193] A:0281 X:0018 Y:1140 P:envmxdiZc
- code is missing here
$82/F193 A5 09 LDA $09 [$00:0009] A:0281 X:0018 Y:1140 P:envmxdiZc $82/F195 29 FF 00 AND #$00FF A:0014 X:0018 Y:1140 P:envmxdizc $82/F198 F0 21 BEQ $21 [$F1BB] A:0014 X:0018 Y:1140 P:envmxdizc $82/F19A A5 04 LDA $04 [$00:0004] A:0014 X:0018 Y:1140 P:envmxdizc $82/F19C 18 CLC A:0034 X:0018 Y:1140 P:envmxdizc $82/F19D 69 20 00 ADC #$0020 A:0034 X:0018 Y:1140 P:envmxdizc $82/F1A0 29 E0 1F AND #$1FE0 A:0054 X:0018 Y:1140 P:envmxdizc $82/F1A3 C9 80 00 CMP #$0080 A:0040 X:0018 Y:1140 P:envmxdizc $82/F1A6 B0 0A BCS $0A [$F1B2] A:0040 X:0018 Y:1140 P:eNvmxdizc $82/F1A8 05 06 ORA $06 [$00:0006] A:0040 X:0018 Y:1140 P:eNvmxdizc $82/F1AA A8 TAY ; Use as Load Index for whole BG1 map $82/F1AB A5 09 LDA $09 ; Load number of Tiles to build in BG1 Tilemap buffer $82/F1AD 20 CB F6 JSR $F6CB ; Build BG1 Tilemap in Buffer $82/F1B0 80 09 BRA $09 [$F1BB] A:0281 X:0040 Y:1154 P:envmxdiZc
- code is missing here
$82/F1BB A2 00 00 LDX #$0000 A:0281 X:0040 Y:1154 P:envmxdiZc $82/F1BE A5 04 LDA $04 [$00:0004] A:0281 X:0000 Y:1154 P:envmxdiZc $82/F1C0 89 20 00 BIT #$0020 A:0034 X:0000 Y:1154 P:envmxdizc $82/F1C3 F0 03 BEQ $03 [$F1C8] A:0034 X:0000 Y:1154 P:envmxdizc $82/F1C5 A2 00 04 LDX #$0400 A:0034 X:0000 Y:1154 P:envmxdizc $82/F1C8 86 0A STX $0A [$00:000A] A:0034 X:0400 Y:1154 P:envmxdizc $82/F1CA 29 1F 00 AND #$001F A:0034 X:0400 Y:1154 P:envmxdizc $82/F1CD 04 0A TSB $0A [$00:000A] A:0014 X:0400 Y:1154 P:envmxdizc $82/F1CF A5 06 LDA $06 [$00:0006] A:0014 X:0400 Y:1154 P:envmxdiZc $82/F1D1 4A LSR A A:1100 X:0400 Y:1154 P:envmxdizc $82/F1D2 4A LSR A A:0880 X:0400 Y:1154 P:envmxdizc $82/F1D3 29 E0 03 AND #$03E0 A:0440 X:0400 Y:1154 P:envmxdizc $82/F1D6 04 0A TSB $0A [$00:000A] A:0040 X:0400 Y:1154 P:envmxdizc $82/F1D8 A5 08 LDA $08 [$00:0008] A:0040 X:0400 Y:1154 P:envmxdiZc $82/F1DA 20 C5 F7 JSR $F7C5 ; Transfer Buffered BG1 Tilemap into VRAM $82/F1DD A5 0A LDA $0A [$00:000A] A:0018 X:0018 Y:7454 P:envmxdizc $82/F1DF 29 E0 07 AND #$07E0 A:0454 X:0018 Y:7454 P:envmxdizc $82/F1E2 49 00 04 EOR #$0400 A:0440 X:0018 Y:7454 P:envmxdizc $82/F1E5 85 0A STA $0A [$00:000A] A:0040 X:0018 Y:7454 P:envmxdizc $82/F1E7 A5 09 LDA $09 [$00:0009] A:0040 X:0018 Y:7454 P:envmxdizc $82/F1E9 20 C5 F7 JSR $F7C5 ; Transfer Buffered BG1 Tilemap into VRAM $82/F1EC C6 02 DEC $02 [$00:0002] A:0040 X:0028 Y:7040 P:envmxdizc $82/F1EE F0 0B BEQ $0B [$F1FB] A:0040 X:0028 Y:7040 P:envmxdizc $82/F1F0 A5 06 LDA $06 [$00:0006] A:0040 X:0028 Y:7040 P:envmxdizc $82/F1F2 18 CLC A:1100 X:0028 Y:7040 P:envmxdizc $82/F1F3 69 80 00 ADC #$0080 A:1100 X:0028 Y:7040 P:envmxdizc $82/F1F6 85 06 STA $06 [$00:0006] A:1180 X:0028 Y:7040 P:envmxdizc $82/F1F8 4C 68 F1 JMP $F168 [$82:F168] A:1180 X:0028 Y:7040 P:envmxdizc $82/F1FB FA PLX ; Restore $06/7 and $02/3 from Stack $82/F1FC 86 06 STX $06 $82/F1FE FA PLX $82/F1FF 86 02 STX $02 $82/F201 E2 20 SEP #$20 A:0700 X:001C Y:73A0 P:envmxdizc $82/F203 A5 0F LDA $0F [$00:000F] A:0700 X:001C Y:73A0 P:envMxdizc $82/F205 89 02 BIT #$02 A:0703 X:001C Y:73A0 P:envMxdizc $82/F207 D0 03 BNE $03 [$F20C] A:0703 X:001C Y:73A0 P:envMxdizc
- code is missing here
$82/F20C A9 7F LDA #$7F ; (Setting up 24-bit address $7F/5000 in $20-2) $82/F20E 85 22 STA $22 $82/F210 A2 00 50 LDX #$5000 $82/F213 86 20 STX $20 $82/F215 C2 20 REP #$20 A:077F X:5000 Y:73A0 P:envMxdizc $82/F217 AE D8 16 LDX $16D8 [$82:16D8] A:077F X:5000 Y:73A0 P:envmxdizc $82/F21A A5 06 LDA $06 [$00:0006] A:077F X:0000 Y:73A0 P:envmxdiZc $82/F21C C9 00 30 CMP #$3000 A:1100 X:0000 Y:73A0 P:envmxdizc $82/F21F 90 07 BCC $07 [$F228] A:1100 X:0000 Y:73A0 P:eNvmxdizc
- code is missing here
$82/F228 A5 04 LDA $04 [$00:0004] A:1100 X:0000 Y:73A0 P:eNvmxdizc $82/F22A C9 80 00 CMP #$0080 A:0034 X:0000 Y:73A0 P:envmxdizc $82/F22D B0 0A BCS $0A [$F239] A:0034 X:0000 Y:73A0 P:eNvmxdizc $82/F22F 05 06 ORA $06 [$00:0006] A:0034 X:0000 Y:73A0 P:eNvmxdizc $82/F231 A8 TAY A:1134 X:0000 Y:73A0 P:envmxdizc $82/F232 A5 08 LDA $08 [$00:0008] A:1134 X:0000 Y:1134 P:envmxdizc $82/F234 20 14 F7 JSR $F714 ; Build BG2 Tilemap in Buffer $82/F237 80 09 BRA $09 [$F242] A:1131 X:0018 Y:1140 P:envmxdiZc
- code is missing here
$82/F242 A5 09 LDA $09 [$00:0009] A:1131 X:0018 Y:1140 P:envmxdiZc $82/F244 29 FF 00 AND #$00FF A:0014 X:0018 Y:1140 P:envmxdizc $82/F247 F0 21 BEQ $21 [$F26A] A:0014 X:0018 Y:1140 P:envmxdizc $82/F249 A5 04 LDA $04 [$00:0004] A:0014 X:0018 Y:1140 P:envmxdizc $82/F24B 18 CLC A:0034 X:0018 Y:1140 P:envmxdizc $82/F24C 69 20 00 ADC #$0020 A:0034 X:0018 Y:1140 P:envmxdizc $82/F24F 29 E0 1F AND #$1FE0 A:0054 X:0018 Y:1140 P:envmxdizc $82/F252 C9 80 00 CMP #$0080 A:0040 X:0018 Y:1140 P:envmxdizc $82/F255 B0 0A BCS $0A [$F261] A:0040 X:0018 Y:1140 P:eNvmxdizc $82/F257 05 06 ORA $06 [$00:0006] A:0040 X:0018 Y:1140 P:eNvmxdizc $82/F259 A8 TAY A:1140 X:0018 Y:1140 P:envmxdizc $82/F25A A5 09 LDA $09 [$00:0009] A:1140 X:0018 Y:1140 P:envmxdizc $82/F25C 20 14 F7 JSR $F714 ; Build BG2 Tilemap in Buffer $82/F25F 80 09 BRA $09 [$F26A] A:103B X:0040 Y:1154 P:envmxdiZc
- code is missing here
$82/F26A A2 00 00 LDX #$0000 A:103B X:0040 Y:1154 P:envmxdiZc $82/F26D A5 04 LDA $04 [$00:0004] A:103B X:0000 Y:1154 P:envmxdiZc $82/F26F 89 20 00 BIT #$0020 A:0034 X:0000 Y:1154 P:envmxdizc $82/F272 F0 03 BEQ $03 [$F277] A:0034 X:0000 Y:1154 P:envmxdizc $82/F274 A2 00 04 LDX #$0400 A:0034 X:0000 Y:1154 P:envmxdizc $82/F277 86 0A STX $0A [$00:000A] A:0034 X:0400 Y:1154 P:envmxdizc $82/F279 29 1F 00 AND #$001F A:0034 X:0400 Y:1154 P:envmxdizc $82/F27C 04 0A TSB $0A [$00:000A] A:0014 X:0400 Y:1154 P:envmxdizc $82/F27E A5 06 LDA $06 [$00:0006] A:0014 X:0400 Y:1154 P:envmxdiZc $82/F280 4A LSR A A:1100 X:0400 Y:1154 P:envmxdizc $82/F281 4A LSR A A:0880 X:0400 Y:1154 P:envmxdizc $82/F282 29 E0 03 AND #$03E0 A:0440 X:0400 Y:1154 P:envmxdizc $82/F285 04 0A TSB $0A [$00:000A] A:0040 X:0400 Y:1154 P:envmxdizc $82/F287 A5 08 LDA $08 [$00:0008] A:0040 X:0400 Y:1154 P:envmxdiZc $82/F289 20 10 F8 JSR $F810 ; Transfer Buffered BG2 Tilemap into VRAM $82/F28C A5 0A LDA $0A [$00:000A] A:0018 X:0018 Y:7C54 P:envmxdizc $82/F28E 29 E0 07 AND #$07E0 A:0454 X:0018 Y:7C54 P:envmxdizc $82/F291 49 00 04 EOR #$0400 A:0440 X:0018 Y:7C54 P:envmxdizc $82/F294 85 0A STA $0A [$00:000A] A:0040 X:0018 Y:7C54 P:envmxdizc $82/F296 A5 09 LDA $09 [$00:0009] A:0040 X:0018 Y:7C54 P:envmxdizc $82/F298 20 10 F8 JSR $F810 ; Transfer Buffered BG2 Tilemap into VRAM $82/F29B C6 02 DEC $02 ; ($02 = Loop counter?) $82/F29D F0 0B BEQ $0B ; [$F2AA] Exit if 0 $82/F29F A5 06 LDA $06 [$00:0006] A:0040 X:0028 Y:7840 P:envmxdizc $82/F2A1 18 CLC A:1100 X:0028 Y:7840 P:envmxdizc $82/F2A2 69 80 00 ADC #$0080 A:1100 X:0028 Y:7840 P:envmxdizc $82/F2A5 85 06 STA $06 [$00:0006] A:1180 X:0028 Y:7840 P:envmxdizc $82/F2A7 4C 17 F2 JMP $F217 [$82:F217] A:1180 X:0028 Y:7840 P:envmxdizc $82/F2AA E2 20 SEP #$20 ; A = 8-bit $82/F2AC 60 RTS
$82/F2AD ?
When this subroutine is called, $04/5 contain a copy of the BG1 H-Scroll value and $06/7 contain a copy of the BG1 V-Scroll value.
$00 and $02 contain 8-bit values that seem to be rhomb related(?). A contains an additional value of unknown sort.
$82/F2AD 64 01 STZ $01 [$00:0001] A:0003 X:00DF Y:0060 P:envMxdizc $82/F2AF 64 03 STZ $03 ; ??? $82/F2B1 85 0F STA $0F ; Buffer Original A in $0F $82/F2B3 A9 81 LDA #$81 A:0003 X:00DF Y:0060 P:envMxdizc $82/F2B5 85 0E STA $0E [$00:000E] A:0081 X:00DF Y:0060 P:eNvMxdizc $82/F2B7 C2 20 REP #$20 A:0081 X:00DF Y:0060 P:eNvMxdizc $82/F2B9 A5 04 LDA $04 ; Load BG1-H-Scroll Value Copy $82/F2BB 4A LSR A ; Divide it by 8 $82/F2BC 4A LSR A $82/F2BD 4A LSR A $82/F2BE 85 04 STA $04 ; Store it back $82/F2C0 A5 06 LDA $06 ; Load BG1-V-Scroll Value Copy $82/F2C2 A8 TAY ; Transfer it as it is in Y $82/F2C3 29 F8 FF AND #$FFF8 ; Remove the lowest three bits $82/F2C6 0A ASL A ; Multiply it by #$10 $82/F2C7 0A ASL A $82/F2C8 0A ASL A $82/F2C9 0A ASL A $82/F2CA 85 06 STA $06 ; Store it back in $06/7 $82/F2CC E2 20 SEP #$20 ; 8-bit A $82/F2CE 98 TYA ; Transfer the Low Byte of BG1-V-Scroll Value Copy in A $82/F2CF 4A LSR A ; Divide it by 8 $82/F2D0 4A LSR A $82/F2D1 4A LSR A $82/F2D2 29 1F AND #$1F ; ??? Unnecessary? $82/F2D4 18 CLC A:060C X:00DF Y:0060 P:envMxdizc $82/F2D5 65 02 ADC $02 [$00:0002] A:060C X:00DF Y:0060 P:envMxdizc $82/F2D7 C9 21 CMP #$21 ; Check if the value is less than #$21 $82/F2D9 90 0C BCC $0C ; [$F2E7] Branch if it is $82/F2DB E9 20 SBC #$20 A:0628 X:00DF Y:0060 P:envMxdizC $82/F2DD 85 09 STA $09 [$00:0009] A:0608 X:00DF Y:0060 P:envMxdizC $82/F2DF A5 02 LDA $02 [$00:0002] A:0608 X:00DF Y:0060 P:envMxdizC $82/F2E1 E5 09 SBC $09 [$00:0009] A:061C X:00DF Y:0060 P:envMxdizC $82/F2E3 85 08 STA $08 [$00:0008] A:0614 X:00DF Y:0060 P:envMxdizC $82/F2E5 80 06 BRA $06 [$F2ED] A:0614 X:00DF Y:0060 P:envMxdizC
- Code is missing here
$82/F2ED A5 0F LDA $0F [$00:000F] A:0614 X:00DF Y:0060 P:envMxdizC $82/F2EF 89 01 BIT #$01 A:0603 X:00DF Y:0060 P:envMxdizC $82/F2F1 D0 03 BNE $03 [$F2F6] A:0603 X:00DF Y:0060 P:envMxdizC
- Code is missing here
$82/F2F6 A9 7F LDA #$7F ; Set up $7F/2000 in $20-22 (Address of the BG1 Tilemap) $82/F2F8 85 22 STA $22 $82/F2FA A2 00 20 LDX #$2000 $82/F2FD 86 20 STX $20 $82/F2FF C2 20 REP #$20 ; 16-bit A $82/F301 D4 00 PEI ($00) ; Buffer $00/1/4/5 on Stack $82/F303 D4 04 PEI ($04) $82/F305 AE D6 16 LDX $16D6 ; Write Index on Battle BG1 Tilemap $82/F308 A5 04 LDA $04 ; Load cut-down H-Scroll value $82/F30A C9 80 00 CMP #$0080 ; Check if the Original HScroll is #$200 or more - Screen Maximum $82/F30D 90 08 BCC $08 ; [$F317] Branch if Original HScroll is less than #$200
- Code is missing here
$82/F317 A5 06 LDA $06 ; Load multiplied V-Scroll value $82/F319 C9 00 30 CMP #$3000 ; Check if the Original V-Scroll is #$300 or more (more than screen Maximum) $82/F31C B0 0A BCS $0A ; [$F328] Branch if it is $82/F31E 05 04 ORA $04 ; Put the transformed H/VScroll-values together $82/F320 A8 TAY A:061B X:0000 Y:0060 P:envmxdizc $82/F321 A5 08 LDA $08 [$00:0008] A:061B X:0000 Y:061B P:envmxdizc $82/F323 20 5D F7 JSR $F75D ; Update BG1 Tilemap Buffer (from Scrolling?) $82/F326 80 09 BRA $09 [$F331] A:101A X:0028 Y:101A P:envmxdiZc
- Code is missing here
$82/F331 A5 09 LDA $09 [$00:0009] A:101A X:0028 Y:101A P:envmxdiZc $82/F333 29 FF 00 AND #$00FF A:0008 X:0028 Y:101A P:envmxdizc $82/F336 F0 21 BEQ $21 [$F359] A:0008 X:0028 Y:101A P:envmxdizc $82/F338 A5 06 LDA $06 ; Load multiplied V-Scroll value $82/F33A 29 00 F0 AND #$F000 ; Remove everything but bits 0000.xxxx.000.0000 of the Original value $82/F33D 18 CLC A:0000 X:0028 Y:101A P:envmxdiZc $82/F33E 69 00 10 ADC #$1000 A:0000 X:0028 Y:101A P:envmxdiZc $82/F341 C9 00 30 CMP #$3000 ; Check if the Original V-Scroll value is #$200 or higher $82/F344 B0 0A BCS $0A ; [$F350] Branch if it is $82/F346 05 04 ORA $04 [$00:0004] A:1000 X:0028 Y:101A P:eNvmxdizc $82/F348 A8 TAY A:101B X:0028 Y:101A P:envmxdizc $82/F349 A5 09 LDA $09 [$00:0009] A:101B X:0028 Y:101B P:envmxdizc $82/F34B 20 5D F7 JSR $F75D ; Update BG1 Tilemap Buffer (from Scrolling?) $82/F34E 80 09 BRA $09 [$F359] A:141A X:0038 Y:141A P:envmxdiZc
- Code is missing here
$82/F359 A2 00 00 LDX #$0000 A:141A X:0038 Y:141A P:envmxdiZc $82/F35C A5 04 LDA $04 [$00:0004] A:141A X:0000 Y:141A P:envmxdiZc $82/F35E 89 20 00 BIT #$0020 A:001B X:0000 Y:141A P:envmxdizc $82/F361 F0 03 BEQ $03 [$F366] A:001B X:0000 Y:141A P:envmxdiZc $82/F366 86 0A STX $0A [$00:000A] A:001B X:0000 Y:141A P:envmxdiZc $82/F368 29 1F 00 AND #$001F A:001B X:0000 Y:141A P:envmxdiZc $82/F36B 04 0A TSB $0A [$00:000A] A:001B X:0000 Y:141A P:envmxdizc $82/F36D A5 06 LDA $06 [$00:0006] A:001B X:0000 Y:141A P:envmxdiZc $82/F36F 4A LSR A A:0600 X:0000 Y:141A P:envmxdizc $82/F370 4A LSR A A:0300 X:0000 Y:141A P:envmxdizc $82/F371 29 E0 03 AND #$03E0 A:0180 X:0000 Y:141A P:envmxdizc $82/F374 04 0A TSB $0A [$00:000A] A:0180 X:0000 Y:141A P:envmxdizc $82/F376 A5 08 LDA $08 [$00:0008] A:0180 X:0000 Y:141A P:envmxdiZc $82/F378 20 C5 F7 JSR $F7C5 ; Transfer Buffered BG1 Tilemap into VRAM $82/F37B A5 0A LDA $0A [$00:000A] A:0028 X:0000 Y:719B P:envmxdizc $82/F37D 29 1F 04 AND #$041F A:019B X:0000 Y:719B P:envmxdizc $82/F380 85 0A STA $0A [$00:000A] A:001B X:0000 Y:719B P:envmxdizc $82/F382 A5 09 LDA $09 [$00:0009] A:001B X:0000 Y:719B P:envmxdizc $82/F384 20 C5 F7 JSR $F7C5 ; Transfer Buffered BG1 Tilemap into VRAM $82/F387 C6 00 DEC $00 [$00:0000] A:0038 X:0002 Y:701B P:envmxdizc $82/F389 F0 0B BEQ $0B [$F396] A:0038 X:0002 Y:701B P:envmxdiZc
- Code is missing here
$82/F396 FA PLX A:0038 X:0002 Y:701B P:envmxdiZc $82/F397 86 04 STX $04 [$00:0004] A:0038 X:001B Y:701B P:envmxdizc $82/F399 FA PLX A:0038 X:001B Y:701B P:envmxdizc $82/F39A 86 00 STX $00 [$00:0000] A:0038 X:0001 Y:701B P:envmxdizc $82/F39C E2 20 SEP #$20 A:0038 X:0001 Y:701B P:envmxdizc $82/F39E A5 0F LDA $0F [$00:000F] A:0038 X:0001 Y:701B P:envMxdizc $82/F3A0 89 02 BIT #$02 A:0003 X:0001 Y:701B P:envMxdizc $82/F3A2 D0 03 BNE $03 [$F3A7] A:0003 X:0001 Y:701B P:envMxdizc
- Code is missing here
$82/F3A7 A9 7F LDA #$7F ; Set up $7F/5000 in $20-22 (Address of the BG2 Tilemap) $82/F3A9 85 22 STA $22 $82/F3AB A2 00 50 LDX #$5000 $82/F3AE 86 20 STX $20 $82/F3B0 C2 20 REP #$20 A:007F X:5000 Y:701B P:envMxdizc $82/F3B2 AE D8 16 LDX $16D8 ; ($16D8 contains the Write Index for the BG2 Tilemap Buffer) $82/F3B5 A5 04 LDA $04 [$00:0004] A:007F X:0000 Y:701B P:envmxdiZc $82/F3B7 C9 80 00 CMP #$0080 A:001B X:0000 Y:701B P:envmxdizc $82/F3BA 90 08 BCC $08 ; [$F3C4] (Branch if $04 is less than #$80)
- Code is missing here
$82/F3C4 A5 06 LDA $06 [$00:0006] A:001B X:0000 Y:701B P:eNvmxdizc $82/F3C6 C9 00 30 CMP #$3000 A:0600 X:0000 Y:701B P:envmxdizc $82/F3C9 B0 0A BCS $0A [$F3D5] A:0600 X:0000 Y:701B P:eNvmxdizc $82/F3CB 05 04 ORA $04 [$00:0004] A:0600 X:0000 Y:701B P:eNvmxdizc $82/F3CD A8 TAY A:061B X:0000 Y:701B P:envmxdizc $82/F3CE A5 08 LDA $08 [$00:0008] A:061B X:0000 Y:061B P:envmxdizc $82/F3D0 20 91 F7 JSR $F791 ; Update BG2 Tilemap Buffer (from Scrolling?) $82/F3D3 80 09 BRA $09 [$F3DE] A:101A X:0028 Y:101A P:envmxdiZc
- Code is missing here
$82/F3DE A5 09 LDA $09 [$00:0009] A:101A X:0028 Y:101A P:envmxdiZc $82/F3E0 29 FF 00 AND #$00FF A:0008 X:0028 Y:101A P:envmxdizc $82/F3E3 F0 21 BEQ $21 [$F406] A:0008 X:0028 Y:101A P:envmxdizc $82/F3E5 A5 06 LDA $06 [$00:0006] A:0008 X:0028 Y:101A P:envmxdizc $82/F3E7 29 00 F0 AND #$F000 A:0600 X:0028 Y:101A P:envmxdizc $82/F3EA 18 CLC A:0000 X:0028 Y:101A P:envmxdiZc $82/F3EB 69 00 10 ADC #$1000 A:0000 X:0028 Y:101A P:envmxdiZc $82/F3EE C9 00 30 CMP #$3000 A:1000 X:0028 Y:101A P:envmxdizc $82/F3F1 B0 0A BCS $0A [$F3FD] A:1000 X:0028 Y:101A P:eNvmxdizc $82/F3F3 05 04 ORA $04 [$00:0004] A:1000 X:0028 Y:101A P:eNvmxdizc $82/F3F5 A8 TAY A:101B X:0028 Y:101A P:envmxdizc $82/F3F6 A5 09 LDA $09 [$00:0009] A:101B X:0028 Y:101B P:envmxdizc $82/F3F8 20 91 F7 JSR $F791 ; Update BG2 Tilemap Buffer (from Scrolling?) $82/F3FB 80 09 BRA $09 [$F406] A:141A X:0038 Y:141A P:envmxdiZc
- Code is missing here
$82/F406 A2 00 00 LDX #$0000 A:141A X:0038 Y:141A P:envmxdiZc $82/F409 A5 04 LDA $04 [$00:0004] A:141A X:0000 Y:141A P:envmxdiZc $82/F40B 89 20 00 BIT #$0020 A:001B X:0000 Y:141A P:envmxdizc $82/F40E F0 03 BEQ $03 [$F413] A:001B X:0000 Y:141A P:envmxdiZc $82/F413 86 0A STX $0A [$00:000A] A:001B X:0000 Y:141A P:envmxdiZc $82/F415 29 1F 00 AND #$001F A:001B X:0000 Y:141A P:envmxdiZc $82/F418 04 0A TSB $0A [$00:000A] A:001B X:0000 Y:141A P:envmxdizc $82/F41A A5 06 LDA $06 [$00:0006] A:001B X:0000 Y:141A P:envmxdiZc $82/F41C 4A LSR A A:0600 X:0000 Y:141A P:envmxdizc $82/F41D 4A LSR A A:0300 X:0000 Y:141A P:envmxdizc $82/F41E 29 E0 03 AND #$03E0 A:0180 X:0000 Y:141A P:envmxdizc $82/F421 04 0A TSB $0A [$00:000A] A:0180 X:0000 Y:141A P:envmxdizc $82/F423 A5 08 LDA $08 [$00:0008] A:0180 X:0000 Y:141A P:envmxdiZc $82/F425 20 10 F8 JSR $F810 ; Transfer Buffered BG2 Tilemap into VRAM $82/F428 A5 0A LDA $0A [$00:000A] A:0028 X:0004 Y:799B P:envmxdizc $82/F42A 29 1F 04 AND #$041F A:019B X:0004 Y:799B P:envmxdizc $82/F42D 85 0A STA $0A [$00:000A] A:001B X:0004 Y:799B P:envmxdizc $82/F42F A5 09 LDA $09 [$00:0009] A:001B X:0004 Y:799B P:envmxdizc $82/F431 20 10 F8 JSR $F810 ; Transfer Buffered BG2 Tilemap into VRAM $82/F434 C6 00 DEC $00 [$00:0000] A:0038 X:0006 Y:781B P:envmxdizc $82/F436 F0 0B BEQ $0B [$F443] A:0038 X:0006 Y:781B P:envmxdiZc
- Code is missing here
$82/F443 E2 20 SEP #$20 A:0038 X:0006 Y:781B P:envmxdiZc $82/F445 60 RTS A:0038 X:0006 Y:781B P:envMxdiZc
$82/F6CB Build BG1 Tilemap in Buffer
This subroutine is entered with 16-bit A
A = number of Tilemap entries to do
X = Store Index for BG1 Tilemap Buffer
Y = Load Index for whole BG1 map
$20-$22 = Address of the whole BG1 map
$82/F6CB 29 FF 00 AND #$00FF ; Remove High Byte $82/F6CE F0 43 BEQ $43 ; [$F713] Exit if Low Byte was empty $82/F6D0 4A LSR A ; Divide Value of A by 2 $82/F6D1 85 0A STA $0A ; Store it as Loop Counter $82/F6D3 B0 08 BCS $08 ; [$F6DD] Branch if LSB in Original A was set $82/F6D5 98 TYA ; Check if the LSB in Y was set $82/F6D6 4A LSR A $82/F6D7 90 17 BCC $17 ; [$F6F0] Branch if it was clear
- Code is missing here
$82/F6F0 A5 0A LDA $0A ; Load the Loop counter value $82/F6F2 F0 15 BEQ $15 ; [$F709] Branch if it was empty $82/F6F4 B7 20 LDA [$20],y ; Load Byte from the whole BG1 Map $82/F6F6 9F 00 E0 7F STA $7FE000,x ; Store in BG1 Tilemap Buffer $82/F6FA C8 INY ; Increment Load Index twice $82/F6FB C8 INY $82/F6FC E8 INX ; Increment Store Index twice $82/F6FD E8 INX $82/F6FE 1A INC A ; Increment Tilemap Entry for the right Half of the Rhomb's Edge $82/F6FF 9F 00 E0 7F STA $7FE000,x ; Store in BG1 Tilemap Buffer $82/F703 E8 INX ; Increment Store Index twice $82/F704 E8 INX $82/F705 C6 0A DEC $0A ; Decrement Loop Counter $82/F707 D0 EB BNE $EB ; [$F6F4] Loop $82/F709 90 08 BCC $08 ; [$F713] ??? Exit
- Code is missing here
$82/F713 60 RTS
$82/F714 Build BG2 Tilemap in Buffer
This subroutine is entered with 16-bit A
A = number of Tilemap entries to do
X = Store Index for BG2 Tilemap Buffer
Y = Load Index for whole BG2 map
$20-$22 = Address of the whole BG2 map
$82/F714 29 FF 00 AND #$00FF ; Remove High Byte $82/F717 F0 43 BEQ $43 ; [$F75C] Exit if Low Byte was empty $82/F719 4A LSR A ; Divide Value of A by 2 $82/F71A 85 0A STA $0A ; Store it as Loop Counter $82/F71C B0 08 BCS $08 ; [$F726] Branch if LSB in Original A was set $82/F71E 98 TYA ; Check if the LSB in Y was set $82/F71F 4A LSR A $82/F720 90 17 BCC $17 ; [$F739] Branch if it was clear
- Code is missing here
$82/F739 A5 0A LDA $0A ; Load the Loop counter value $82/F73B F0 15 BEQ $15 ; [$F752] Branch if it was empty $82/F73D B7 20 LDA [$20],y ; Load Byte from the whole BG2 Map $82/F73F 9F 00 EC 7F STA $7FEC00,x ; Store in BG2 Tilemap Buffer $82/F743 C8 INY ; Increment Load Index twice $82/F744 C8 INY $82/F745 E8 INX ; Increment Store Index twice $82/F746 E8 INX $82/F747 1A INC A ; Increment Tilemap Entry for the right Half of the Rhomb's Edge $82/F748 9F 00 EC 7F STA $7FEC00,x ; Store in BG2 Tilemap Buffer $82/F74C E8 INX ; Increment Store Index twice $82/F74D E8 INX $82/F74E C6 0A DEC $0A ; Decrement Loop Counter $82/F750 D0 EB BNE $EB ; [$F73D] Loop $82/F752 90 08 BCC $08 ; [$F75C] ??? Exit $82/F75C 60 RTS
$82/F75D Update BG1 Tilemap Buffer (from Scrolling?)
WHY OH WHY IS THERE THIS ADC #$80 STUFF!?!
This Subroutine transfers data from the address in $20-2 to the BG1 Tilemap Buffer at $7FE000 onwards. This is used in Battle to transfer Data from the Buffer of the whole Battle Map (stored at $7F2000) to the VRAM Tilemap buffer at $7FE000. In the latter, there is always just as much as needs to be transfered to the VRAM.
Depending on the LSB of the value in Y, it changes between two styles of transfer.
A contains number of double-bytes to transfer - A is 16 bit, but the value may not exceed #$FF.
Y contains the Load Index for the 24-bit Address in $20-2.
X contains the Write Index
Y-LSB is set: Increment loaded data before storing
Y-LSB is clear: Transfer loaded data as it is
$82/F75D 29 FF 00 AND #$00FF ; Remove Upper Byte $82/F760 F0 2E BEQ $2E ; [$F790] Exit if empty $82/F762 85 0A STA $0A ; Buffer Number of Double-Bytes to transfer $82/F764 98 TYA ; Copy Y in A $82/F765 4A LSR A ; Check if the LSB of Y is set $82/F766 B0 14 BCS $14 ; [$F77C] Branch if it is
; Y-LSB is clear: Transfer loaded data as it is $82/F768 B7 20 LDA [$20],y ; Load Data Double-Byte $82/F76A 9F 00 E0 7F STA $7FE000,x ; Store in VRAM Buffer of Battle BG1 Tilemap $82/F76E 98 TYA ; Transfer Load Index to A $82/F76F 18 CLC ; Add #$80 $82/F770 69 80 00 ADC #$0080 $82/F773 A8 TAY ; Transfer back to Y $82/F774 E8 INX ; Increment Store Index twice $82/F775 E8 INX $82/F776 C6 0A DEC $0A ; Decrement Loop Counter $82/F778 D0 EE BNE $EE ; [$F768] Loop til the end $82/F77A 80 14 BRA $14 ; [$F790] Exit
;Y-LSB is set: Increment loaded data before storing $82/F77C 88 DEY ; Remove the Set LSB in Y - this was a flag for this subroutine, it would corrupt the Load Index $82/F77D B7 20 LDA [$20],y ; Load Data Double-Byte $82/F77F 1A INC A A:0280 X:0000 Y:061A P:envmxdizC $82/F780 9F 00 E0 7F STA $7FE000,x ; Store in VRAM Buffer of Battle BG1 Tilemap $82/F784 98 TYA ; Transfer Load Index to A $82/F785 18 CLC ; Add #$80 $82/F786 69 80 00 ADC #$0080 $82/F789 A8 TAY ; Transfer back to Y $82/F78A E8 INX ; Increment Store Index twice $82/F78B E8 INX $82/F78C C6 0A DEC $0A ; Decrement Loop Counter $82/F78E D0 ED BNE $ED ; [$F77D] Loop til the end $82/F790 60 RTS
$82/F791 Update BG2 Tilemap Buffer (from Scrolling?)
WHY OH WHY IS THERE THIS ADC #$80 STUFF!?!
This Subroutine transfers data from the address in $20-2 to the BG2 Tilemap Buffer at $7FEC00 onwards. This is used in Battle to transfer Data from the Buffer of the whole Battle Map (stored at $7F5000) to the VRAM Tilemap buffer at $7FEC00. In the latter, there is always just as much as needs to be transfered to the VRAM.
Depending on the LSB of the value in Y, it changes between two styles of transfer.
A contains number of double-bytes to transfer - A is 16 bit, but the value may not exceed #$FF.
Y contains the Load Index for the 24-bit Address in $20-2.
X contains the Write Index
Y-LSB is set: Increment loaded data before storing
Y-LSB is clear: Transfer loaded data as it is
$82/F791 29 FF 00 AND #$00FF ; Remove Upper Byte $82/F794 F0 2E BEQ $2E ; [$F7C4] Exit if empty $82/F796 85 0A STA $0A ; Buffer Number of Double-Bytes to transfer $82/F798 98 TYA ; Copy Y in A $82/F799 4A LSR A ; Check if the LSB of Y is set $82/F79A B0 14 BCS $14 ; [$F7B0] Branch if it is
; Y-LSB is clear: Transfer loaded data as it is $82/F79C B7 20 LDA [$20],y ; Load Data Double-Byte $82/F79E 9F 00 EC 7F STA $7FEC00,x ; Store in VRAM Buffer of Battle BG2 Tilemap $82/F7A2 98 TYA ; Transfer Load Index to A $82/F7A3 18 CLC ; Add #$80 $82/F7A4 69 80 00 ADC #$0080 $82/F7A7 A8 TAY ; Transfer back to Y $82/F7A8 E8 INX ; Increment Store Index twice $82/F7A9 E8 INX $82/F7AA C6 0A DEC $0A ; Decrement Loop Counter $82/F7AC D0 EE BNE $EE ; [$F79C] Loop til the end $82/F7AE 80 14 BRA $14 ; [$F7C4] Exit
;Y-LSB is set: Increment loaded data before storing $82/F7B0 88 DEY ; Remove the Set LSB in Y - this was a flag for this subroutine, it would corrupt the Load Index $82/F7B1 B7 20 LDA [$20],y ; Load Data Double-Byte $82/F7B3 1A INC A A:19B4 X:0000 Y:061A P:envmxdizC $82/F7B4 9F 00 EC 7F STA $7FEC00,x ; Store in VRAM Buffer of Battle BG2 Tilemap $82/F7B8 98 TYA ; Transfer Load Index to A $82/F7B9 18 CLC ; Add #$80 $82/F7BA 69 80 00 ADC #$0080 $82/F7BD A8 TAY ; Transfer back to Y $82/F7BE E8 INX ; Increment Store Index twice $82/F7BF E8 INX $82/F7C0 C6 0A DEC $0A ; Decrement Loop Counter $82/F7C2 D0 ED BNE $ED ; [$F7B1] Loop til the end $82/F7C4 60 RTS
$82/F7C5 Transfer Buffered BG1 Tilemap into VRAM
A contains the number of double(!)-bytes to transfer. #$FF double-bytes are max.
$82/F7C5 29 FF 00 AND #$00FF ; Remove Upper Byte of the Number of Double-bytes to transfer $82/F7C8 F0 45 BEQ $45 ; [$F80F] Exit if empty $82/F7CA 0A ASL A ; Multiply by 2 - Now it's the number of single bytes to transfer $82/F7CB 85 0C STA $0C ; Store in $0C (for the VRAM DMA subroutine that gets called later) $82/F7CD 18 CLC A:0028 X:0000 Y:141A P:envmxdizc $82/F7CE 6D C5 0E ADC $0EC5 [$82:0EC5] A:0028 X:0000 Y:141A P:envmxdizc $82/F7D1 AA TAX A:0028 X:0000 Y:141A P:envmxdizc $82/F7D2 E2 20 SEP #$20 A:0028 X:0028 Y:141A P:envmxdizc $82/F7D4 AD C7 0E LDA $0EC7 [$82:0EC7] A:0028 X:0028 Y:141A P:envMxdizc $82/F7D7 1A INC A A:0000 X:0028 Y:141A P:envMxdiZc $82/F7D8 22 CB AD 80 JSL $80ADCB ; Calculate Address in Tilemap $82/F7DC E0 00 12 CPX #$1200 ; ??? (Check if the calculated address outmaxes the limit?) $82/F7DF 90 0C BCC $0C ; [$F7ED] Branch if lower
- Code is missing here
$82/F7ED C2 21 REP #$21 ; 16-bit A + Clear Carry $82/F7EF A5 0A LDA $0A [$00:000A] A:0068 X:0068 Y:141A P:eNvmxdizc $82/F7F1 69 00 70 ADC #$7000 ; Add VRAM-Offset of the BG1 Tilemap $82/F7F4 A8 TAY ; Transfer it in Y as VRAM Destination $82/F7F5 AD D6 16 LDA $16D6 ; Load Write Index for the BG1 Tilemap Buffer $82/F7F8 18 CLC $82/F7F9 69 00 E0 ADC #$E000 ; Add Offset of the BG1 Tilemap Buffer $82/F7FC AA TAX ; Transfer it in X as DMA Source Address $82/F7FD E2 20 SEP #$20 $82/F7FF A9 7F LDA #$7F ; DMA Source Bank $82/F801 22 24 9F 80 JSL $809F24 ; Long Jump to VRAM DMA $82/F805 C2 21 REP #$21 ; 16-bit A, clear Carry $82/F807 A5 0C LDA $0C ; Load number of single bytes to transfer $82/F809 6D D6 16 ADC $16D6 ; Add old Write Index for the BG1 Tilemap Buffer $82/F80C 8D D6 16 STA $16D6 ; Store as new Write Index for the BG1 Tilemap Buffer $82/F80F 60 RTS
$82/F810 Transfer Buffered BG2 Tilemap into VRAM
Used in Battle and in the Game Intro ("Quest Presents") to update the BG2 Tilemap in VRAM according to the BG2 Tilemap Buffer at $7FEC00.
A contains the number of double(!)-bytes to transfer. #$FF double-bytes are max.
$82/F810 29 FF 00 AND #$00FF ; Remove Upper Byte of the Number of Double-bytes to transfer $82/F813 F0 45 BEQ $45 ; [$F85A] Exit if empty $82/F815 0A ASL A ; Multiply by 2 - Now it's the number of single bytes to transfer $82/F816 85 0C STA $0C ; Store in $0C (for the VRAM DMA subroutine that gets called later) $82/F818 18 CLC A:0038 X:0400 Y:0B44 P:envmxdizc $82/F819 6D C5 0E ADC $0EC5 [$82:0EC5] A:0038 X:0400 Y:0B44 P:envmxdizc $82/F81C AA TAX A:0038 X:0400 Y:0B44 P:envmxdizc $82/F81D E2 20 SEP #$20 A:0038 X:0038 Y:0B44 P:envmxdizc $82/F81F AD C7 0E LDA $0EC7 ; Load Counter of used VRAM DMA Pipeline Entries $82/F822 1A INC A ; Increment that Counter value $82/F823 22 CB AD 80 JSL $80ADCB ; Calculate Offset: A * #$40 + X $82/F827 E0 00 12 CPX #$1200 ; ??? Maybe check if the result is too big? $82/F82A 90 0C BCC $0C ; [$F838] Branch if lower
- Code is missing here
$82/F838 C2 21 REP #$21 ; 16-bit A + Clear Carry $82/F83A A5 0A LDA $0A ; ??? $82/F83C 69 00 78 ADC #$7800 ; Add Offset for the BG2 Tilemap $82/F83F A8 TAY ; VRAM Destination Address $82/F840 AD D8 16 LDA $16D8 ; Load Write Index for the BG2 Tilemap Buffer $82/F843 18 CLC $82/F844 69 00 EC ADC #$EC00 ; Add Offset for the BG2 Tilemap Buffer $82/F847 AA TAX ; DMA Source Address $82/F848 E2 20 SEP #$20 $82/F84A A9 7F LDA #$7F ; VRAM DMA Source Bank $82/F84C 22 24 9F 80 JSL $809F24 ; VRAM DMA Setup Execution $82/F850 C2 21 REP #$21 ; 16-bit A, clear Carry $82/F852 A5 0C LDA $0C ; Load number of single bytes to transfer $82/F854 6D D8 16 ADC $16D8 ; Add old Write Index for the BG2 Tilemap Buffer $82/F857 8D D8 16 STA $16D8 ; Store as new Write Index for the BG2 Tilemap Buffer $82/F85A 60 RTS
$82/F85B ?
$82/F85B 8B PHB ; Preserve Data Bank $82/F85C 4B PHK ; Set Data Bank to $82 $82/F85D AB PLB $82/F85E 48 PHA ; ??? $82/F85F 20 4E EB JSR $EB4E [$82:EB4E] A:3700 X:0200 Y:0000 P:eNvMxdizc $82/F862 22 46 F4 82 JSL $82F446[$82:F446] A:3700 X:0060 Y:0000 P:envMxdizc $82/F866 A2 00 00 LDX #$0000 $82/F869 8E 91 05 STX $0591 ; Set back BG1 H-Scroll $82/F86C 8E 93 05 STX $0593 ; Set back BG1 V-Scroll $82/F86F 8E 95 05 STX $0595 ; Set back BG2 H-Scroll $82/F872 8E 97 05 STX $0597 ; Set back BG2 V-Scroll $82/F875 22 8A A1 80 JSL $80A18A ; Change Bank, wait for NMI and execute code built in WRAM $82/F879 22 84 EB 82 JSL $82EB84[$82:EB84] A:0780 X:0000 Y:5800 P:eNvMxdizc $82/F87D 68 PLA A:0780 X:0000 Y:FFFF P:eNvMxdizc $82/F87E 85 09 STA $09 [$00:0009] A:0700 X:0000 Y:FFFF P:envMxdiZc $82/F880 A2 00 00 LDX #$0000 A:0700 X:0000 Y:FFFF P:envMxdiZc $82/F883 DA PHX A:0700 X:0000 Y:FFFF P:envMxdiZc $82/F884 C2 20 REP #$20 A:0700 X:0000 Y:FFFF P:envMxdiZc $82/F886 BF DF DB 7E LDA $7EDBDF,x[$7E:DBDF] A:0700 X:0000 Y:FFFF P:envmxdiZc $82/F88A AA TAX A:004B X:0000 Y:FFFF P:envmxdizc $82/F88B E2 20 SEP #$20 A:004B X:004B Y:FFFF P:envmxdizc $82/F88D BF 00 CC 7F LDA $7FCC00,x ; Load value from Terrain Type Map $82/F891 30 24 BMI $24 [$F8B7] A:0014 X:004B Y:FFFF P:envMxdizc $82/F893 A5 09 LDA $09 [$00:0009] A:0014 X:004B Y:FFFF P:envMxdizc $82/F895 F0 06 BEQ $06 [$F89D] A:0000 X:004B Y:FFFF P:envMxdiZc
- code is missing here
$82/F89D 9B TXY A:0000 X:004B Y:FFFF P:envMxdiZc $82/F89E C2 20 REP #$20 A:0000 X:004B Y:004B P:envMxdizc $82/F8A0 AD BE 16 LDA $16BE [$82:16BE] A:0000 X:004B Y:004B P:envmxdizc $82/F8A3 EB XBA A:0000 X:004B Y:004B P:envmxdiZc $82/F8A4 4A LSR A A:0000 X:004B Y:004B P:envmxdiZc $82/F8A5 4A LSR A A:0000 X:004B Y:004B P:envmxdiZc $82/F8A6 4A LSR A A:0000 X:004B Y:004B P:envmxdiZc $82/F8A7 E2 20 SEP #$20 A:0000 X:004B Y:004B P:envmxdiZc $82/F8A9 1F 00 D4 7F ORA $7FD400,x ; Add "Object" Type Map $82/F8AD AA TAX A:0002 X:004B Y:004B P:envMxdizc $82/F8AE 7B TDC ; Clear 16-bit A $82/F8AF BF DD 8D 8B LDA $8B8DDD,x[$8B:8DDF] A:0000 X:0002 Y:004B P:envMxdiZc $82/F8B3 BB TYX A:0007 X:0002 Y:004B P:envMxdizc $82/F8B4 20 45 E7 JSR $E745 [$82:E745] A:0007 X:004B Y:004B P:envMxdizc $82/F8B7 FA PLX A:0002 X:0BBA Y:005C P:envMxdizc $82/F8B8 E8 INX A:0002 X:0000 Y:005C P:envMxdiZc $82/F8B9 E8 INX A:0002 X:0001 Y:005C P:envMxdizc $82/F8BA EC EC 16 CPX $16EC [$82:16EC] A:0002 X:0002 Y:005C P:envMxdizc $82/F8BD 90 C4 BCC $C4 [$F883] A:0002 X:0002 Y:005C P:eNvMxdizc $82/F8BF 20 A5 EB JSR $EBA5 [$82:EBA5] A:0007 X:002E Y:0120 P:envMxdiZC $82/F8C2 A9 71 LDA #$71 ; BG1 Tilemap $7000 $82/F8C4 8D 8B 05 STA $058B $82/F8C7 A9 79 LDA #$79 ; BG2 Tilemap at $7800 $82/F8C9 8D 8C 05 STA $058C $82/F8CC 20 6B EB JSR $EB6B ; Set BG1/2 Scroll Registers $82/F8CF AB PLB ; Restore Data Bank $82/F8D0 6B RTL
$82/FAAC ?
The second part of this subroutine transfers the data from $164B onwards into the CGRAM buffer and builds actual palettes from it - the data at $164B only contains fourteen colors per planned palette.
The palettes are built the following way:
($FAD2 to $FAD9) The first color is $0000 ($FADA to $FAE9) The next #$0D (thirteen) colors are copied from [$20] = $00/164B + x ($FAEA to $FAEB) The fourteenth color gets left out ($FAEC to $FAF7) The fifteenth and last color gets copied from [$20] = $00/164B + x
$82/FAAC 8B PHB ; Preserve Data Bank $82/FAAD 4B PHK ; Change Data Bank to this $82/FAAE AB PLB $82/FAAF A2 4B 16 LDX #$164B ; Setup 24-bit Address in $20-22 to $00/164B (=$7E/164B) $82/FAB2 86 20 STX $20 $82/FAB4 A9 00 LDA #$00 $82/FAB6 85 22 STA $22 $82/FAB8 22 0F FB 82 JSL $82FB0F ; ??? $82/FABC D4 00 PEI ($00) ; Preserve $00-3 on Stack $82/FABE D4 02 PEI ($02) $82/FAC0 C2 20 REP #$20 $82/FAC2 A2 80 00 LDX #$0080 ; Store Index - where to begin to store in $124B and $144B $82/FAC5 A0 00 00 LDY #$0000 ; Load Index $82/FAC8 A9 04 00 LDA #$0004 ; Setup Palette Counter - how many palettes to do $82/FACB 85 00 STA $00 $82/FACD A9 0D 00 LDA #$000D ; Setup Color counter - counter for the thirteen colors $82/FAD0 85 02 STA $02 $82/FAD2 9E 4B 12 STZ $124B,x ; Clear the first two bytes in the palette (making it pitch-black) $82/FAD5 9E 4B 14 STZ $144B,x ; Do the same in the second CGRAM buffer $82/FAD8 E8 INX ; Increment Store Index so it points to the next color $82/FAD9 E8 INX $82/FADA B7 20 LDA [$20],y ; Load color from around $164B $82/FADC 9D 4B 12 STA $124B,x ; Store it in CGRAM buffer $82/FADF 9D 4B 14 STA $144B,x ; Do the same in the second CGRAM buffer $82/FAE2 C8 INY ; Increment Load Index so it points to the next color $82/FAE3 C8 INY $82/FAE4 E8 INX ; Increment Store Index so it points to the next color $82/FAE5 E8 INX $82/FAE6 C6 02 DEC $02 ; Decrement color counter $82/FAE8 D0 F0 BNE $F0 ; [$FADA] Loop until all thirteen colors are done $82/FAEA E8 INX ; Increment X twice - leave the fourteenth color out $82/FAEB E8 INX $82/FAEC B7 20 LDA [$20],y ; Load color from around $164B $82/FAEE 9D 4B 12 STA $124B,x ; Store it in CGRAM buffer $82/FAF1 9D 4B 14 STA $144B,x ; Do the same in the second CGRAM buffer $82/FAF4 C8 INY ; Increment Load Index so it points to the next color $82/FAF5 C8 INY $82/FAF6 E8 INX ; Increment Store Index so it points to the next color $82/FAF7 E8 INX $82/FAF8 C6 00 DEC $00 ; Decrement Palette Counter $82/FAFA D0 D1 BNE $D1 ; [$FACD] Loop until all four palettes are done $82/FAFC E2 20 SEP #$20 $82/FAFE A9 40 LDA #$40 ; CGRAM Destination $82/FB00 A0 80 00 LDY #$0080 ; Number of Bytes $82/FB03 22 B5 9E 80 JSL $809EB5 ; Transfer these four palettes from CGRAM buffer to CGRAM $82/FB07 7A PLY ; Restore $00-$03 and exit $82/FB08 84 02 STY $02 $82/FB0A 7A PLY $82/FB0B 84 00 STY $00 $82/FB0D AB PLB $82/FB0E 6B RTL
Bank $83
This is about some color calculation. $20-22 and $23-25 both contain 24-addresses to colors.
$83/A990 7B TDC ; Clear 16-bit A $83/A991 AD A6 17 LDA $17A6 ; Load number of colors to do $83/A994 AA TAX ; Store number of colors to do in $06 and clear $07 $83/A995 86 06 STX $06 [$00:0006] A:0010 X:0010 Y:9E53 P:envMxdizC $83/A997 AD A7 17 LDA $17A7 ; (Load a Load Index) $83/A99A C2 20 REP #$20 ; 16-bit A $83/A99C 0A ASL A ; Multiply Load Index by 2 (values are 2 bytes in size) $83/A99D A8 TAY ; Transfer in Y $83/A99E A2 00 00 LDX #$0000 A:0000 X:0010 Y:0000 P:envmxdiZc $83/A9A1 C2 20 REP #$20 ; 16-bit A again (necessary for loops) $83/A9A3 B7 23 LDA [$23],y[$9C:DCD4] A:0000 X:0000 Y:0000 P:envmxdiZc $83/A9A5 85 02 STA $02 [$00:0002] A:0042 X:0000 Y:0000 P:envmxdizc
$83/A9A7 B7 20 LDA [$20],y[$00:124B] A:0042 X:0000 Y:0000 P:envmxdizc $83/A9A9 85 00 STA $00 [$00:0000] A:0000 X:0000 Y:0000 P:envmxdiZc
buffer color
$83/A9AB E2 20 SEP #$20 A:0000 X:0000 Y:0000 P:envmxdiZc $83/A9AD 29 1F AND #$1F A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9AF 85 04 STA $04 [$00:0004] A:0000 X:0000 Y:0000 P:envMxdiZc
exempt color
$83/A9B1 0A ASL A A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9B2 0A ASL A A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9B3 0A ASL A A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9B4 9F 41 B1 7E STA $7EB141,x[$7E:B141] A:0000 X:0000 Y:0000 P:envMxdiZc
$83/A9B8 A5 02 LDA $02 [$00:0002] A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9BA 29 1F AND #$1F A:0042 X:0000 Y:0000 P:envMxdizc $83/A9BC 38 SEC A:0002 X:0000 Y:0000 P:envMxdizc $83/A9BD E5 04 SBC $04 [$00:0004] A:0002 X:0000 Y:0000 P:envMxdizC $83/A9BF 9F 40 B1 7E STA $7EB140,x[$7E:B140] A:0002 X:0000 Y:0000 P:envMxdizC
$83/A9C3 C2 20 REP #$20 A:0002 X:0000 Y:0000 P:envMxdizC $83/A9C5 A5 00 LDA $00 [$00:0000] A:0002 X:0000 Y:0000 P:envmxdizC $83/A9C7 29 E0 03 AND #$03E0 A:0000 X:0000 Y:0000 P:envmxdiZC $83/A9CA 85 04 STA $04 [$00:0004] A:0000 X:0000 Y:0000 P:envmxdiZC $83/A9CC 4A LSR A A:0000 X:0000 Y:0000 P:envmxdiZC $83/A9CD 4A LSR A A:0000 X:0000 Y:0000 P:envmxdiZc $83/A9CE E2 20 SEP #$20 A:0000 X:0000 Y:0000 P:envmxdiZc $83/A9D0 9F 81 B1 7E STA $7EB181,x[$7E:B181] A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9D4 C2 20 REP #$20 A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9D6 A5 02 LDA $02 [$00:0002] A:0000 X:0000 Y:0000 P:envmxdiZc $83/A9D8 29 E0 03 AND #$03E0 A:0042 X:0000 Y:0000 P:envmxdizc $83/A9DB 38 SEC A:0040 X:0000 Y:0000 P:envmxdizc $83/A9DC E5 04 SBC $04 [$00:0004] A:0040 X:0000 Y:0000 P:envmxdizC $83/A9DE 4A LSR A A:0040 X:0000 Y:0000 P:envmxdizC $83/A9DF 4A LSR A A:0020 X:0000 Y:0000 P:envmxdizc $83/A9E0 4A LSR A A:0010 X:0000 Y:0000 P:envmxdizc $83/A9E1 4A LSR A A:0008 X:0000 Y:0000 P:envmxdizc $83/A9E2 4A LSR A A:0004 X:0000 Y:0000 P:envmxdizc $83/A9E3 E2 20 SEP #$20 A:0002 X:0000 Y:0000 P:envmxdizc $83/A9E5 9F 80 B1 7E STA $7EB180,x[$7E:B180] A:0002 X:0000 Y:0000 P:envMxdizc $83/A9E9 A5 01 LDA $01 [$00:0001] A:0002 X:0000 Y:0000 P:envMxdizc $83/A9EB 29 7C AND #$7C A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9ED 85 04 STA $04 [$00:0004] A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9EF 0A ASL A A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9F0 9F 61 B1 7E STA $7EB161,x[$7E:B161] A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9F4 A5 03 LDA $03 [$00:0003] A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9F6 29 7C AND #$7C A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9F8 38 SEC A:0000 X:0000 Y:0000 P:envMxdiZc $83/A9F9 E5 04 SBC $04 [$00:0004] A:0000 X:0000 Y:0000 P:envMxdiZC $83/A9FB 10 06 BPL $06 [$AA03] A:0000 X:0000 Y:0000 P:envMxdiZC $83/AA03 4A LSR A A:0000 X:0000 Y:0000 P:envMxdiZC $83/AA04 4A LSR A A:0000 X:0000 Y:0000 P:envMxdiZc $83/AA05 9F 60 B1 7E STA $7EB160,x[$7E:B160] A:0000 X:0000 Y:0000 P:envMxdiZc $83/AA09 C8 INY A:0000 X:0000 Y:0000 P:envMxdiZc $83/AA0A C8 INY A:0000 X:0000 Y:0001 P:envMxdizc $83/AA0B E8 INX A:0000 X:0000 Y:0002 P:envMxdizc $83/AA0C E8 INX A:0000 X:0001 Y:0002 P:envMxdizc $83/AA0D A5 00 LDA $00 [$00:0000] A:0000 X:0002 Y:0002 P:envMxdizc $83/AA0F C6 06 DEC $06 [$00:0006] A:0000 X:0002 Y:0002 P:envMxdiZc $83/AA11 D0 8E BNE $8E [$A9A1] A:0000 X:0002 Y:0002 P:envMxdizc $83/AA13 60 RTS A:0000 X:0020 Y:0020 P:envMxdiZc
$83/AA14 ?
Jump to the subroutine above
$83/AA14 8B PHB A:009C X:DEA2 Y:7000 P:eNvMxdizC $83/AA15 4B PHK A:009C X:DEA2 Y:7000 P:eNvMxdizC $83/AA16 AB PLB A:009C X:DEA2 Y:7000 P:eNvMxdizC $83/AA17 20 90 A9 JSR $A990 [$83:A990] A:009C X:DEA2 Y:7000 P:eNvMxdizC $83/AA1A AB PLB A:0000 X:0020 Y:0020 P:envMxdiZc $83/AA1B 6B RTL A:0000 X:0020 Y:0020 P:eNvMxdizc
Bank $84
$84/805F Do the Tile/Figure Animation
$05F4 is the General Animation Counter. It counts each frame from #$00 to #$07 and then gets reset. In the frames when the counter is $#00 or $01, this subroutine does the Tile Animation, like the movement of the water in the Opening Battle - it replaces the Tile graphics in VRAM via DMA. The other 6 counter steps/frames, this subroutine changes the Tile Graphics for two or four Figures.
$84/805F 8B PHB ; Preserve Data Bank on Stack $84/8060 4B PHK ; Change Data Bank to $84 $84/8061 AB PLB $84/8062 AD C9 11 LDA $11C9 [$84:11C9] A:0000 X:0040 Y:0000 P:eNvMxdizC $84/8065 CD CA 11 CMP $11CA [$84:11CA] A:0000 X:0040 Y:0000 P:envMxdiZC $84/8068 F0 03 BEQ $03 [$806D] A:0000 X:0040 Y:0000 P:envMxdiZC
Code is missing here
$84/806D D4 39 PEI ($39) ; Push $39-$3C on Stack $84/806F D4 3B PEI ($3B) $84/8071 7B TDC ; Clear 16-bit A $84/8072 AD F4 05 LDA $05F4 ; Load the General Animation Counter $84/8075 0A ASL A ; Use it as a Load Index for the Table at $84/837A - each entry is... $84/8076 0A ASL A ; ... 4 bytes in size, so multiply Value by 4 and... $84/8077 A8 TAY ; Transfer it in Y $84/8078 7B TDC ; Clear 16-bit A $84/8079 B9 7A 83 LDA $837A,y ; Load first byte $84/807C 10 09 BPL $09 ; [$8087] Branch if positive - that means: Animate a Figure! $84/807E C9 FF CMP #$FF ; (This can happen when there are only two figures to do per Frame) $84/8080 F0 39 BEQ $39 ; [$80BB] Increment General Animation Counter and exit $84/8082 20 2E E7 JSR $E72E ; Do the Tile Animation $84/8085 80 34 BRA $34 ; [$80BB] Increment General Animation Counter and exit $84/8087 5A PHY ; Buffer Load Index on Stack $84/8088 A8 TAY ; Transfer it in Y - it's a Figure Number, use it as Load Index $84/8089 B9 AE 17 LDA $17AE,y ; Load Graphic Set of this Figure $84/808C F0 26 BEQ $26 ; [$80B4] Leave this figure out if it has no Graphic Set = isn't activated $84/808E C9 F0 CMP #$F0 A:0001 X:0026 Y:0000 P:envMxdizc $84/8090 B0 04 BCS $04 [$8096] A:0001 X:0026 Y:0000 P:envMxdizc $84/8092 C9 DC CMP #$DC A:0001 X:0026 Y:0000 P:envMxdizc $84/8094 B0 1E BCS $1E [$80B4] A:0001 X:0026 Y:0000 P:envMxdizc $84/8096 BE 3E 1E LDX $1E3E,y[$84:1E3E] A:0001 X:0026 Y:0000 P:envMxdizc $84/8099 BD 03 06 LDA $0603,x[$84:0603] A:0001 X:0000 Y:0000 P:envMxdiZc $84/809C F0 16 BEQ $16 [$80B4] A:0001 X:0000 Y:0000 P:envMxdizc $84/809E B9 DF 19 LDA $19DF,y[$84:19DF] A:0001 X:0000 Y:0000 P:envMxdizc $84/80A1 89 40 BIT #$40 A:0000 X:0000 Y:0000 P:envMxdiZc $84/80A3 D0 0F BNE $0F [$80B4] A:0000 X:0000 Y:0000 P:envMxdiZc $84/80A5 B9 DE 19 LDA $19DE,y[$84:19DE] A:0000 X:0000 Y:0000 P:envMxdiZc $84/80A8 89 02 BIT #$02 A:0000 X:0000 Y:0000 P:envMxdiZc $84/80AA D0 08 BNE $08 [$80B4] A:0000 X:0000 Y:0000 P:envMxdiZc $84/80AC BD C3 06 LDA $06C3,x[$84:06C3] A:0000 X:0000 Y:0000 P:envMxdiZc $84/80AF F0 03 BEQ $03 [$80B4] A:0008 X:0000 Y:0000 P:envMxdizc $84/80B1 20 CC 80 JSR $80CC [$84:80CC] A:0008 X:0000 Y:0000 P:envMxdizc $84/80B4 7A PLY ; Restore Load Index $84/80B5 C8 INY ; Increment it $84/80B6 98 TYA ; These two lines check if it was the fourth time it was incremented... $84/80B7 89 03 BIT #$03 $84/80B9 D0 BD BNE $BD ; [$8078] Loop if it wasn't, else go on - inc General Anim Counter and exit $84/80BB AD F4 05 LDA $05F4 ; Load the General Animation Counter $84/80BE 1A INC A ; Increment it $84/80BF 29 07 AND #$07 ; Jump back to #$00 if it was #$07 before $84/80C1 8D F4 05 STA $05F4 ; Store General Animation Counter back $84/80C4 FA PLX ; Restore $39-$3B from Stack $84/80C5 86 3B STX $3B $84/80C7 FA PLX $84/80C8 86 39 STX $39 $84/80CA AB PLB ; Restore Data Bank $84/80CB 6B RTL
$84/80CC 86 3B STX $3B ; ??? (Buffer Figure's 1E3E value) $84/80CE 84 39 STY $39 ; Buffer Figure's Number $84/80D0 B9 DF 19 LDA $19DF,y[$84:19DF] A:0008 X:0000 Y:0000 P:envMxdizc $84/80D3 10 20 BPL $20 [$80F5] A:0000 X:0000 Y:0000 P:envMxdiZc $84/80F5 B9 AE 17 LDA $17AE,y ; Load Figure's Graphic Set $84/80F8 C9 F0 CMP #$F0 A:0032 X:0000 Y:0000 P:envMxdizc $84/80FA B0 25 BCS $25 [$8121] A:0032 X:0000 Y:0000 P:envMxdizc $84/80FC B9 DE 19 LDA $19DE,y[$84:19DE] A:0032 X:0000 Y:0000 P:envMxdizc $84/80FF 4A LSR A A:0000 X:0000 Y:0000 P:envMxdiZc $84/8100 90 0B BCC $0B [$810D] A:0000 X:0000 Y:0000 P:envMxdiZc $84/810D BB TYX A:0000 X:0000 Y:0000 P:envMxdiZc $84/810E 20 67 C2 JSR $C267 [$84:C267] A:0000 X:0000 Y:0000 P:envMxdiZc $84/8111 D9 EF 1D CMP $1DEF,y[$84:1DEF] A:0001 X:0000 Y:0000 P:envMxdiZc $84/8114 F0 0B BEQ $0B [$8121] A:0001 X:0000 Y:0000 P:envMxdiZC $84/8121 B9 17 1E LDA $1E17,y[$84:1E17] A:0001 X:0000 Y:0000 P:envMxdiZC $84/8124 F0 06 BEQ $06 [$812C] A:0001 X:0000 Y:0000 P:envMxdizC $84/8126 3A DEC A A:0001 X:0000 Y:0000 P:envMxdizC $84/8127 99 17 1E STA $1E17,y[$84:1E17] A:0000 X:0000 Y:0000 P:envMxdiZC $84/812A D0 45 BNE $45 [$8171] A:0000 X:0000 Y:0000 P:envMxdiZC $84/812C 7B TDC A:0000 X:0000 Y:0000 P:envMxdiZC $84/812D B9 EF 1D LDA $1DEF,y[$84:1DEF] A:0000 X:0000 Y:0000 P:envMxdiZC $84/8130 AA TAX A:0001 X:0000 Y:0000 P:envMxdizC $84/8131 BD A6 83 LDA $83A6,x[$84:83A7] A:0001 X:0001 Y:0000 P:envMxdizC $84/8134 18 CLC A:0005 X:0001 Y:0000 P:envMxdizC $84/8135 79 16 1E ADC $1E16,y[$84:1E16] A:0005 X:0001 Y:0000 P:envMxdizc $84/8138 AA TAX A:0009 X:0001 Y:0000 P:envMxdizc $84/8139 BD C9 83 LDA $83C9,x[$84:83D2] A:0009 X:0009 Y:0000 P:envMxdizc $84/813C 10 07 BPL $07 [$8145] A:00FF X:0009 Y:0000 P:eNvMxdizc $84/813E A9 00 LDA #$00 A:00FF X:0009 Y:0000 P:eNvMxdizc $84/8140 99 16 1E STA $1E16,y[$84:1E16] A:0000 X:0009 Y:0000 P:envMxdiZc $84/8143 80 E7 BRA $E7 [$812C] A:0000 X:0009 Y:0000 P:envMxdiZc $84/8145 48 PHA A:0007 X:0005 Y:0000 P:envMxdizc $84/8146 B9 DE 19 LDA $19DE,y[$84:19DE] A:0007 X:0005 Y:0000 P:envMxdizc $84/8149 89 20 BIT #$20 A:0000 X:0005 Y:0000 P:envMxdiZc $84/814B D0 0E BNE $0E [$815B] A:0000 X:0005 Y:0000 P:envMxdiZc $84/814D 89 40 BIT #$40 A:0000 X:0005 Y:0000 P:envMxdiZc $84/814F D0 05 BNE $05 [$8156] A:0000 X:0005 Y:0000 P:envMxdiZc $84/8151 BD 9C 84 LDA $849C,x[$84:84A1] A:0000 X:0005 Y:0000 P:envMxdiZc $84/8154 80 08 BRA $08 [$815E] A:0001 X:0005 Y:0000 P:envMxdizc $84/815E 99 17 1E STA $1E17,y[$84:1E17] A:0001 X:0005 Y:0000 P:envMxdizc $84/8161 B9 16 1E LDA $1E16,y[$84:1E16] A:0001 X:0005 Y:0000 P:envMxdizc $84/8164 1A INC A A:0000 X:0005 Y:0000 P:envMxdiZc $84/8165 99 16 1E STA $1E16,y[$84:1E16] A:0001 X:0005 Y:0000 P:envMxdizc $84/8168 68 PLA A:0001 X:0005 Y:0000 P:envMxdizc $84/8169 A6 3B LDX $3B [$00:003B] A:0007 X:0005 Y:0000 P:envMxdizc $84/816B 9D C4 06 STA $06C4,x[$84:06C4] A:0007 X:0000 Y:0000 P:envMxdiZc $84/816E 20 72 81 JSR $8172 [$84:8172] A:0007 X:0000 Y:0000 P:envMxdiZc $84/8171 60 RTS A:00FF X:000E Y:8A23 P:envMxdiZC
$84/8172 3A DEC A A:0007 X:0000 Y:0000 P:envMxdiZc $84/8173 30 5E BMI $5E ; [$81D3] Exit if A was 0 $84/8175 0A ASL A A:0006 X:0000 Y:0000 P:envMxdizc $84/8176 85 00 STA $00 [$00:0000] A:000C X:0000 Y:0000 P:envMxdizc $84/8178 64 01 STZ $01 [$00:0001] A:000C X:0000 Y:0000 P:envMxdizc $84/817A 7B TDC A:000C X:0000 Y:0000 P:envMxdizc $84/817B BD 03 06 LDA $0603,x[$84:0603] A:0000 X:0000 Y:0000 P:envMxdiZc $84/817E 3A DEC A A:0001 X:0000 Y:0000 P:envMxdizc $84/817F C2 20 REP #$20 A:0000 X:0000 Y:0000 P:envMxdiZc $84/8181 0A ASL A A:0000 X:0000 Y:0000 P:envmxdiZc $84/8182 A8 TAY A:0000 X:0000 Y:0000 P:envmxdiZc $84/8183 B9 15 87 LDA $8715,y[$84:8715] A:0000 X:0000 Y:0000 P:envmxdiZc $84/8186 65 00 ADC $00 [$00:0000] A:87D5 X:0000 Y:0000 P:eNvmxdizc $84/8188 A8 TAY A:87E1 X:0000 Y:0000 P:eNvmxdizc $84/8189 B9 00 00 LDA $0000,y[$84:87E1] A:87E1 X:0000 Y:87E1 P:eNvmxdizc $84/818C A8 TAY A:8A14 X:0000 Y:87E1 P:eNvmxdizc $84/818D BD C3 06 LDA $06C3,x[$84:06C3] A:8A14 X:0000 Y:8A14 P:eNvmxdizc $84/8190 29 FF 00 AND #$00FF A:0708 X:0000 Y:8A14 P:envmxdizc $84/8193 20 13 9E JSR $9E13 [$84:9E13] A:0008 X:0000 Y:8A14 P:envmxdizc $84/8196 85 02 STA $02 [$00:0002] A:4400 X:0000 Y:8A14 P:envmxdizc $84/8198 85 04 STA $04 [$00:0004] A:4400 X:0000 Y:8A14 P:envmxdizc $84/819A E2 20 SEP #$20 A:4400 X:0000 Y:8A14 P:envmxdizc $84/819C 7B TDC A:4400 X:0000 Y:8A14 P:envMxdizc $84/819D B9 00 00 LDA $0000,y[$84:8A14] A:0000 X:0000 Y:8A14 P:envMxdiZc $84/81A0 10 09 BPL $09 [$81AB] A:0081 X:0000 Y:8A14 P:eNvMxdizc $84/81A2 C9 FF CMP #$FF A:0081 X:0000 Y:8A14 P:eNvMxdizc $84/81A4 F0 2D BEQ $2D [$81D3] A:0081 X:0000 Y:8A14 P:eNvMxdizc $84/81A6 20 1A 82 JSR $821A [$84:821A] A:0081 X:0000 Y:8A14 P:eNvMxdizc $84/81A9 80 F1 BRA $F1 [$819C] A:3A01 X:0000 Y:8A16 P:eNvMxdizc $84/81AB C2 20 REP #$20 A:0002 X:0000 Y:8A16 P:envMxdizc $84/81AD EB XBA A:0002 X:0000 Y:8A16 P:envmxdizc $84/81AE 4A LSR A A:0200 X:0000 Y:8A16 P:envmxdiZc $84/81AF 4A LSR A A:0100 X:0000 Y:8A16 P:envmxdizc $84/81B0 4A LSR A A:0080 X:0000 Y:8A16 P:envmxdizc $84/81B1 85 0C STA $0C [$00:000C] A:0040 X:0000 Y:8A16 P:envmxdizc $84/81B3 E2 20 SEP #$20 A:0040 X:0000 Y:8A16 P:envmxdizc $84/81B5 BE 01 00 LDX $0001,y[$84:8A17] A:0040 X:0000 Y:8A16 P:envMxdizc $84/81B8 C8 INY A:0040 X:0728 Y:8A16 P:envMxdizc $84/81B9 C8 INY A:0040 X:0728 Y:8A17 P:eNvMxdizc $84/81BA C8 INY A:0040 X:0728 Y:8A18 P:eNvMxdizc $84/81BB 5A PHY A:0040 X:0728 Y:8A19 P:eNvMxdizc $84/81BC 20 D4 81 JSR $81D4 [$84:81D4] A:0040 X:0728 Y:8A19 P:eNvMxdizc $84/81BF A4 04 LDY $04 ; Load VRAM Destination $84/81C1 22 B7 9F 80 JSL $809FB7 ; Animation VRAM DMA $84/81C5 7A PLY A:9F05 X:0008 Y:4400 P:eNvMxdizc $84/81C6 C2 20 REP #$20 A:9F05 X:0008 Y:8A19 P:eNvMxdizc $84/81C8 A5 0C LDA $0C [$00:000C] A:9F05 X:0008 Y:8A19 P:eNvmxdizc $84/81CA 4A LSR A A:0040 X:0008 Y:8A19 P:envmxdizc $84/81CB 65 04 ADC $04 [$00:0004] A:0020 X:0008 Y:8A19 P:envmxdizc $84/81CD 85 04 STA $04 [$00:0004] A:4420 X:0008 Y:8A19 P:envmxdizc $84/81CF E2 20 SEP #$20 A:4420 X:0008 Y:8A19 P:envmxdizc $84/81D1 80 C9 BRA $C9 [$819C] A:4420 X:0008 Y:8A19 P:envMxdizc $84/81D3 60 RTS
$84/81D4 C2 21 REP #$21 A:0040 X:0728 Y:8A19 P:eNvMxdizc $84/81D6 8A TXA A:0040 X:0728 Y:8A19 P:eNvmxdizc $84/81D7 10 13 BPL $13 [$81EC] A:0728 X:0728 Y:8A19 P:envmxdizc $84/81EC 0A ASL A ; Multiply by #$20 $84/81ED 0A ASL A $84/81EE 0A ASL A $84/81EF 0A ASL A $84/81F0 0A ASL A $84/81F1 29 FF 7F AND #$7FFF ; This line could be removed? $84/81F4 18 CLC ; This line could be removed? $84/81F5 69 00 80 ADC #$8000 ; This line could be removed? $84/81F8 09 00 80 ORA #$8000 ; Set MSB $84/81FB 85 06 STA $06 [$00:0006] A:E500 X:0728 Y:8A19 P:eNvmxdizc $84/81FD 8A TXA A:E500 X:0728 Y:8A19 P:eNvmxdizc $84/81FE EB XBA A:0728 X:0728 Y:8A19 P:envmxdizc $84/81FF E2 20 SEP #$20 A:2807 X:0728 Y:8A19 P:envmxdizc $84/8201 08 PHP A:2807 X:0728 Y:8A19 P:envMxdizc $84/8202 4A LSR A A:2807 X:0728 Y:8A19 P:envMxdizc $84/8203 4A LSR A A:2803 X:0728 Y:8A19 P:envMxdizC $84/8204 28 PLP A:2801 X:0728 Y:8A19 P:envMxdizC $84/8205 69 B7 ADC #$B7 A:2801 X:0728 Y:8A19 P:envMxdizc $84/8207 85 08 STA $08 [$00:0008] A:28B8 X:0728 Y:8A19 P:eNvMxdizc $84/8209 C2 21 REP #$21 A:28B8 X:0728 Y:8A19 P:eNvMxdizc $84/820B A5 20 LDA $20 [$00:0020] A:28B8 X:0728 Y:8A19 P:eNvmxdizc $84/820D 65 06 ADC $06 [$00:0006] A:3A00 X:0728 Y:8A19 P:envmxdizc $84/820F 09 00 80 ORA #$8000 A:1F00 X:0728 Y:8A19 P:envmxdizC $84/8212 AA TAX A:9F00 X:0728 Y:8A19 P:eNvmxdizC $84/8213 E2 20 SEP #$20 A:9F00 X:9F00 Y:8A19 P:eNvmxdizC $84/8215 A5 22 LDA $22 [$00:0022] A:9F00 X:9F00 Y:8A19 P:eNvMxdizC $84/8217 65 08 ADC $08 [$00:0008] A:9F01 X:9F00 Y:8A19 P:envMxdizC $84/8219 60 RTS A:9FBA X:9F00 Y:8A19 P:eNvMxdizc
$84/821A Use Jump Table
$84/821A 0A ASL A A:0081 X:0000 Y:89C4 P:eNvMxdizc $84/821B AA TAX A:0002 X:0000 Y:89C4 P:envMxdizC $84/821C 7C 1F 82 JMP ($821F,x)[$84:8254] A:0002 X:0002 Y:89C4 P:envMxdizC
$84/821F Jump Table for $84/821A
2F 82 - $822F - Entry #$00 54 82 - $8254 - Entry #$01 3E 82 - $823E - Entry #$02 54 82 - $8254 - Entry #$03 A4 82 - $82A4 - Entry #$04 E4 82 - $82E4 - Entry #$05 CD 82 - $82CD - Entry #$06 4D 83 - $834D - Entry #$07
$84/822F ?
$84/822F C2 21 REP #$21 A:0000 X:0000 Y:8A1C P:envMxdiZC $84/8231 A5 02 LDA $02 [$00:0002] A:0000 X:0000 Y:8A1C P:envmxdiZc $84/8233 69 00 01 ADC #$0100 A:4400 X:0000 Y:8A1C P:envmxdizc $84/8236 85 02 STA $02 [$00:0002] A:4500 X:0000 Y:8A1C P:envmxdizc $84/8238 85 04 STA $04 [$00:0004] A:4500 X:0000 Y:8A1C P:envmxdizc $84/823A E2 20 SEP #$20 A:4500 X:0000 Y:8A1C P:envmxdizc $84/823C C8 INY A:4500 X:0000 Y:8A1C P:envMxdizc $84/823D 60 RTS A:4500 X:0000 Y:8A1D P:eNvMxdizc
$84/8254 ?
$84/8254 A6 39 LDX $39 [$00:0039] A:0002 X:0002 Y:8A14 P:envMxdizC $84/8256 22 38 A1 88 JSL $88A138[$88:A138] A:0002 X:0000 Y:8A14 P:envMxdiZC $84/825A DA PHX A:0032 X:0000 Y:8A14 P:envMxdiZc $84/825B C2 20 REP #$20 A:0032 X:0000 Y:8A14 P:envMxdiZc $84/825D 0A ASL A A:0032 X:0000 Y:8A14 P:envmxdiZc $84/825E 0A ASL A A:0064 X:0000 Y:8A14 P:envmxdizc $84/825F AA TAX A:00C8 X:0000 Y:8A14 P:envmxdizc $84/8260 E2 20 SEP #$20 A:00C8 X:00C8 Y:8A14 P:envmxdizc $84/8262 7B TDC A:00C8 X:00C8 Y:8A14 P:envMxdizc $84/8263 BF 41 A6 84 LDA $84A641,x[$84:A709] A:0000 X:00C8 Y:8A14 P:envMxdiZc $84/8267 FA PLX A:001F X:00C8 Y:8A14 P:envMxdizc $84/8268 85 20 STA $20 [$00:0020] A:001F X:0000 Y:8A14 P:envMxdiZc $84/826A 64 21 STZ $21 [$00:0021] A:001F X:0000 Y:8A14 P:envMxdiZc $84/826C B9 01 00 LDA $0001,y[$84:8A15] A:001F X:0000 Y:8A14 P:envMxdiZc $84/826F D0 04 BNE $04 [$8275] A:0006 X:0000 Y:8A14 P:envMxdizc $84/8275 C9 03 CMP #$03 A:0006 X:0000 Y:8A14 P:envMxdizc $84/8277 D0 0D BNE $0D [$8286] A:0006 X:0000 Y:8A14 P:envMxdizC $84/8286 4A LSR A A:0006 X:0000 Y:8A14 P:envMxdizC $84/8287 F0 06 BEQ $06 [$828F] A:0003 X:0000 Y:8A14 P:envMxdizc $84/8289 06 20 ASL $20 [$00:0020] A:0003 X:0000 Y:8A14 P:envMxdizc $84/828B 26 21 ROL $21 [$00:0021] A:0003 X:0000 Y:8A14 P:envMxdizc $84/828D 80 E6 BRA $E6 [$8275] A:0003 X:0000 Y:8A14 P:envMxdiZc $84/8279 C2 21 REP #$21 A:0003 X:0000 Y:8A14 P:envMxdiZC $84/827B A5 20 LDA $20 [$00:0020] A:0003 X:0000 Y:8A14 P:envmxdiZc $84/827D 0A ASL A A:003E X:0000 Y:8A14 P:envmxdizc $84/827E 65 20 ADC $20 [$00:0020] A:007C X:0000 Y:8A14 P:envmxdizc $84/8280 85 20 STA $20 [$00:0020] A:00BA X:0000 Y:8A14 P:envmxdizc $84/8282 E2 20 SEP #$20 A:00BA X:0000 Y:8A14 P:envmxdizc $84/8284 80 09 BRA $09 [$828F] A:00BA X:0000 Y:8A14 P:envMxdizc $84/828F C2 20 REP #$20 A:00BA X:0000 Y:8A14 P:envMxdizc $84/8291 A5 20 LDA $20 [$00:0020] A:00BA X:0000 Y:8A14 P:envmxdizc $84/8293 E2 20 SEP #$20 A:00BA X:0000 Y:8A14 P:envmxdizc $84/8295 C9 80 CMP #$80 A:00BA X:0000 Y:8A14 P:envMxdizc $84/8297 29 7F AND #$7F A:00BA X:0000 Y:8A14 P:envMxdizC $84/8299 64 20 STZ $20 [$00:0020] A:003A X:0000 Y:8A14 P:envMxdizC $84/829B 85 21 STA $21 [$00:0021] A:003A X:0000 Y:8A14 P:envMxdizC $84/829D EB XBA A:003A X:0000 Y:8A14 P:envMxdizC $84/829E 2A ROL A A:3A00 X:0000 Y:8A14 P:envMxdiZC $84/829F 85 22 STA $22 [$00:0022] A:3A01 X:0000 Y:8A14 P:envMxdizc $84/82A1 C8 INY A:3A01 X:0000 Y:8A14 P:envMxdizc $84/82A2 C8 INY A:3A01 X:0000 Y:8A15 P:eNvMxdizc $84/82A3 60 RTS
$84/82A4 ?
$84/82A4 7B TDC A:0008 X:0008 Y:8C90 P:envMxdizC $84/82A5 B9 01 00 LDA $0001,y[$84:8C91] A:0000 X:0008 Y:8C90 P:envMxdiZC $84/82A8 C2 20 REP #$20 A:0002 X:0008 Y:8C90 P:envMxdizC $84/82AA EB XBA A:0002 X:0008 Y:8C90 P:envmxdizC $84/82AB 4A LSR A A:0200 X:0008 Y:8C90 P:envmxdiZC $84/82AC 4A LSR A A:0100 X:0008 Y:8C90 P:envmxdizc $84/82AD 4A LSR A A:0080 X:0008 Y:8C90 P:envmxdizc $84/82AE 85 0C STA $0C [$00:000C] A:0040 X:0008 Y:8C90 P:envmxdizc $84/82B0 E2 20 SEP #$20 A:0040 X:0008 Y:8C90 P:envmxdizc $84/82B2 C8 INY A:0040 X:0008 Y:8C90 P:envMxdizc $84/82B3 C8 INY A:0040 X:0008 Y:8C91 P:eNvMxdizc $84/82B4 5A PHY A:0040 X:0008 Y:8C92 P:eNvMxdizc $84/82B5 A4 04 LDY $04 [$00:0004] A:0040 X:0008 Y:8C92 P:eNvMxdizc $84/82B7 A2 15 B8 LDX #$B815 ; VRAM DMA Source Address: #$84/B815 $84/82BA A9 84 LDA #$84 $84/82BC 22 B7 9F 80 JSL $809FB7 ; Animation VRAM DMA $84/82C0 7A PLY A:1800 X:0040 Y:4740 P:eNvMxdizc $84/82C1 C2 20 REP #$20 A:1800 X:0040 Y:8C92 P:eNvMxdizc $84/82C3 A5 0C LDA $0C [$00:000C] A:1800 X:0040 Y:8C92 P:eNvmxdizc $84/82C5 4A LSR A A:0040 X:0040 Y:8C92 P:envmxdizc $84/82C6 65 04 ADC $04 [$00:0004] A:0020 X:0040 Y:8C92 P:envmxdizc $84/82C8 85 04 STA $04 [$00:0004] A:4760 X:0040 Y:8C92 P:envmxdizc $84/82CA E2 20 SEP #$20 A:4760 X:0040 Y:8C92 P:envmxdizc $84/82CC 60 RTS A:4760 X:0040 Y:8C92 P:envMxdizc
$84/837A Tile/Sprite Animation To-Do-List for each General Animation Counter Value
80 FF FF FF - Entry #$00 - Do the Tile Animation 81 FF FF FF - Entry #$01 - Do the Tile Animation and Increment $05F5 00 02 04 06 - Entry #$02 - Do the Figure Animation for #$00, #$02, #$04 and #$06 08 0A 0C 0E - Entry #$03 - Do the Figure Animation for #$08, #$0A, #$0C and #$0E 10 12 FF FF - Entry #$04 - Do the Figure Animation for #$10, and #$12 14 16 18 1A - Entry #$05 - Do the Figure Animation for #$14, #$16, #$18 and #$1A 1C 1E 20 22 - Entry #$06 - Do the Figure Animation for #$1C, #$1E, #$20 and #$22 24 26 FF FF - Entry #$07 - Do the Figure Animation for #$24, and #$26
$84/964C ?
$84/964C 8B PHB ; Preserve Data Bank on Stack $84/964D 4B PHK ; Change Data Bank to $84 $84/964E AB PLB $84/964F 20 54 96 JSR $9654 [$84:9654] A:0000 X:003E Y:000A P:eNvMxdizc $84/9652 AB PLB ; Restore old bank $84/9653 6B RTL
$84/9654 ?
$84/9654 08 PHP ; Push Status Register $84/9655 C2 10 REP #$10 ; X/Y = 16 bit $84/9657 BD 04 07 LDA $0704,x[$84:0742] A:0000 X:003E Y:000A P:eNvMxdizc $84/965A 89 04 BIT #$04 A:0000 X:003E Y:000A P:envMxdiZc $84/965C F0 07 BEQ $07 [$9665] A:0000 X:003E Y:000A P:envMxdiZc
- Code is missing here
$84/9665 BD 84 06 LDA $0684,x[$84:06C2] A:0000 X:003E Y:000A P:envMxdiZc $84/9668 F0 0B BEQ $0B [$9675] A:0005 X:003E Y:000A P:envMxdizc $84/966A C9 FF CMP #$FF A:0005 X:003E Y:000A P:envMxdizc $84/966C F0 05 BEQ $05 [$9673] A:0005 X:003E Y:000A P:envMxdizc $84/966E DE 84 06 DEC $0684,x[$84:06C2] A:0005 X:003E Y:000A P:envMxdizc $84/9671 F0 02 BEQ $02 [$9675] A:0005 X:003E Y:000A P:envMxdizc $84/9673 28 PLP ; Restore Status Register $84/9674 60 RTS $84/9675 8B PHB A:0001 X:003E Y:000A P:envMxdiZc $84/9676 A9 8A LDA #$8A A:0001 X:003E Y:000A P:envMxdiZc $84/9678 48 PHA A:008A X:003E Y:000A P:eNvMxdizc $84/9679 AB PLB A:008A X:003E Y:000A P:eNvMxdizc $84/967A 7B TDC A:008A X:003E Y:000A P:eNvMxdizc $84/967B BD 03 06 LDA $0603,x[$8A:0641] A:0000 X:003E Y:000A P:envMxdiZc $84/967E F0 35 BEQ $35 [$96B5] A:00C9 X:003E Y:000A P:eNvMxdizc $84/9680 BD 43 06 LDA $0643,x[$8A:0681] A:00C9 X:003E Y:000A P:eNvMxdizc $84/9683 C2 20 REP #$20 A:00C9 X:003E Y:000A P:eNvMxdizc $84/9685 0A ASL A A:00C9 X:003E Y:000A P:eNvmxdizc $84/9686 A8 TAY A:0192 X:003E Y:000A P:envmxdizc $84/9687 B9 7A ED LDA $ED7A,y[$8A:EF0C] A:0192 X:003E Y:0192 P:envmxdizc $84/968A 85 20 STA $20 [$00:0020] A:F131 X:003E Y:0192 P:eNvmxdizc $84/968C E2 20 SEP #$20 A:F131 X:003E Y:0192 P:eNvmxdizc $84/968E 7B TDC A:F131 X:003E Y:0192 P:eNvMxdizc $84/968F BD 44 06 LDA $0644,x[$8A:0682] A:0000 X:003E Y:0192 P:envMxdiZc $84/9692 0A ASL A A:0000 X:003E Y:0192 P:envMxdiZc $84/9693 A8 TAY A:0000 X:003E Y:0192 P:envMxdiZc $84/9694 C2 20 REP #$20 A:0000 X:003E Y:0000 P:envMxdiZc $84/9696 B1 20 LDA ($20),y[$8A:F131] A:0000 X:003E Y:0000 P:envmxdiZc $84/9698 85 29 STA $29 [$00:0029] A:F13D X:003E Y:0000 P:eNvmxdizc $84/969A E2 20 SEP #$20 A:F13D X:003E Y:0000 P:eNvmxdizc $84/969C 7B TDC A:F13D X:003E Y:0000 P:eNvMxdizc $84/969D BD 83 06 LDA $0683,x[$8A:06C1] A:0000 X:003E Y:0000 P:envMxdiZc $84/96A0 A8 TAY A:0002 X:003E Y:0000 P:envMxdizc $84/96A1 B1 29 LDA ($29),y[$8A:F13F] A:0002 X:003E Y:0002 P:envMxdizc $84/96A3 C8 INY A:0003 X:003E Y:0002 P:envMxdizc $84/96A4 C9 C0 CMP #$C0 A:0003 X:003E Y:0003 P:envMxdizc $84/96A6 B0 12 BCS $12 [$96BA] A:0003 X:003E Y:0003 P:envMxdizc $84/96A8 9D 04 06 STA $0604,x[$8A:0642] A:0003 X:003E Y:0003 P:envMxdizc $84/96AB B1 29 LDA ($29),y[$8A:F140] A:0003 X:003E Y:0003 P:envMxdizc $84/96AD 9D 84 06 STA $0684,x[$8A:06C2] A:0003 X:003E Y:0003 P:envMxdizc $84/96B0 C8 INY A:0003 X:003E Y:0003 P:envMxdizc $84/96B1 98 TYA A:0003 X:003E Y:0004 P:envMxdizc $84/96B2 9D 83 06 STA $0683,x[$8A:06C1] A:0004 X:003E Y:0004 P:envMxdizc $84/96B5 A6 3B LDX $3B [$00:003B] A:0004 X:003E Y:0004 P:envMxdizc $84/96B7 AB PLB A:0004 X:003E Y:0004 P:envMxdizc $84/96B8 28 PLP A:0004 X:003E Y:0004 P:eNvMxdizc $84/96B9 60 RTS
$84/96BA Use Jump Table
$84/96BA 49 FF EOR #$FF A:00FD X:003E Y:0013 P:envMxdizC $84/96BC 0A ASL A ; Multiply by 2 - 2 bytes per entry (16-bit addresses) $84/96BD AA TAX ; Transfer in X $84/96BE C2 20 REP #$20 ; 16-bit A $84/96C0 BF CD 96 84 LDA $8496CD,x ; Load Addres from Address Table $84/96C4 85 00 STA $00 ; Store in $00/1 $84/96C6 E2 20 SEP #$20 ; 8-bit A again $84/96C8 A6 3B LDX $3B [$00:003B] A:97A0 X:0004 Y:0013 P:eNvMxdizc $84/96CA 6C 00 00 JMP ($0000) ; Jump to Address from Address Table
$84/96CD Jump Table fro $84/96BA
50 97 87 97 A0 97 A6 97 AE 97 CB 97 EE 97 22 98 34 98 A6 98 DF 98 12 99 9B 99 C0 99 DF 99 7A 97 73 9A 43 9A 13 9A 37 99 3B 99 3F 99 61 99 68 99 74 99 F2 97 13 98 97 99 93 99 8F 99 8B 99 87 99 94 9A 98 9A 9C 9A A0 9A A4 9A A8 9A AC 9A B0 9A 08 9B 0C 9B 10 9B 14 9B 18 9B 1C 9B 20 9B 24 9B 28 9B 2C 9B 30 9B 34 9B 38 9B 3C 9B 40 9B 44 9B 48 9B 4C 9B 50 9B 54 9B 58 9B 5C 9B 60 9B 64 9B 4C 9C
$84/97A0 ?
$84/97A0 9E 83 06 STZ $0683,x[$8A:06C1] A:97A0 X:003E Y:0013 P:envMxdizc $84/97A3 4C 9C 96 JMP $969C [$84:969C] A:97A0 X:003E Y:0013 P:envMxdizc
$84/9B10 ?
$84/9B10 A9 E1 LDA #$E1 A:9B10 X:002C Y:000C P:envMxdizc $84/9B12 80 52 BRA $52 [$9B66] A:9BE1 X:002C Y:000C P:eNvMxdizc
$84/9B14 ?
$84/9B14 A9 21 LDA #$21 A:9B14 X:002A Y:003C P:envMxdizc $84/9B16 80 4E BRA $4E [$9B66] A:9B21 X:002A Y:003C P:envMxdizc
$84/9B18 ?
$84/9B18 A9 1F LDA #$1F A:9B18 X:002A Y:0026 P:envMxdizc $84/9B1A 80 4A BRA $4A [$9B66] A:9B1F X:002A Y:0026 P:envMxdizc
$84/9B1C ?
$84/9B1C A9 FF LDA #$FF A:9B1C X:002A Y:0030 P:envMxdizc $84/9B1E 80 46 BRA $46 [$9B66] A:9BFF X:002A Y:0030 P:eNvMxdizc
$84/9B20 ?
$84/9B20 A9 F1 LDA #$F1 A:9B20 X:002A Y:0018 P:envMxdizc $84/9B22 80 42 BRA $42 [$9B66] A:9BF1 X:002A Y:0018 P:eNvMxdizc
$84/9B24 ?
$84/9B24 A9 11 LDA #$11 A:9B24 X:002A Y:0023 P:envMxdizc $84/9B26 80 3E BRA $3E [$9B66] A:9B11 X:002A Y:0023 P:envMxdizc
$84/9B28 ?
$84/9B28 A9 0C LDA #$0C A:9B28 X:002A Y:0022 P:envMxdizc $84/9B2A 80 3A BRA $3A [$9B66] A:9B0C X:002A Y:0022 P:envMxdizc
$84/9B2C ?
$84/9B2C A9 0D LDA #$0D A:9B2C X:002A Y:0033 P:envMxdizc $84/9B2E 80 36 BRA $36 [$9B66] A:9B0D X:002A Y:0033 P:envMxdizc
$84/9B40 ?
$84/9B40 A9 E0 LDA #$E0 A:9B40 X:002A Y:0023 P:envMxdizc $84/9B42 80 22 BRA $22 [$9B66] A:9BE0 X:002A Y:0023 P:eNvMxdizc
$84/9B4C ?
$84/9B4C A9 03 LDA #$03 A:9B4C X:002C Y:000A P:envMxdizc $84/9B4E 80 16 BRA $16 [$9B66] A:9B03 X:002C Y:000A P:envMxdizc
$84/9B5C ?
$84/9B5C A9 30 LDA #$30 A:9B5C X:002A Y:0032 P:envMxdizc $84/9B5E 80 06 BRA $06 [$9B66] A:9B30 X:002A Y:0032 P:envMxdizc
$84/9B66 ?
$84/9B66 48 PHA A:9BF1 X:002A Y:0018 P:eNvMxdizc $84/9B67 4A LSR A A:9BF1 X:002A Y:0018 P:eNvMxdizc $84/9B68 4A LSR A A:9B78 X:002A Y:0018 P:envMxdizC $84/9B69 4A LSR A A:9B3C X:002A Y:0018 P:envMxdizc $84/9B6A 4A LSR A A:9B1E X:002A Y:0018 P:envMxdizc $84/9B6B 85 00 STA $00 [$00:0000] A:9B0F X:002A Y:0018 P:envMxdizc $84/9B6D 68 PLA A:9B0F X:002A Y:0018 P:envMxdizc $84/9B6E 29 0F AND #$0F A:9BF1 X:002A Y:0018 P:eNvMxdizc $84/9B70 85 01 STA $01 [$00:0001] A:9B01 X:002A Y:0018 P:envMxdizc $84/9B72 7B TDC A:9B01 X:002A Y:0018 P:envMxdizc $84/9B73 A5 00 LDA $00 [$00:0000] A:0000 X:002A Y:0018 P:envMxdiZc $84/9B75 89 08 BIT #$08 A:000F X:002A Y:0018 P:envMxdizc $84/9B77 F0 07 BEQ $07 [$9B80] A:000F X:002A Y:0018 P:envMxdizc $84/9B79 C2 20 REP #$20 A:000F X:002A Y:0018 P:envMxdizc $84/9B7B 09 F0 FF ORA #$FFF0 A:000F X:002A Y:0018 P:envmxdizc $84/9B7E E2 20 SEP #$20 A:FFFF X:002A Y:0018 P:eNvmxdizc $84/9B80 C2 21 REP #$21 A:FFFF X:002A Y:0018 P:eNvMxdizc $84/9B82 7D 03 0A ADC $0A03,x[$8A:0A2D] A:FFFF X:002A Y:0018 P:eNvmxdizc $84/9B85 9D 03 0A STA $0A03,x[$8A:0A2D] A:0000 X:002A Y:0018 P:envmxdiZC $84/9B88 E2 20 SEP #$20 A:0000 X:002A Y:0018 P:envmxdiZC $84/9B8A 7B TDC A:0000 X:002A Y:0018 P:envMxdiZC $84/9B8B A5 01 LDA $01 [$00:0001] A:0000 X:002A Y:0018 P:envMxdiZC $84/9B8D 89 08 BIT #$08 A:0001 X:002A Y:0018 P:envMxdizC $84/9B8F F0 07 BEQ $07 [$9B98] A:0001 X:002A Y:0018 P:envMxdiZC $84/9B91 C2 20 REP #$20 A:000F X:002A Y:0030 P:envMxdizC $84/9B93 09 F0 FF ORA #$FFF0 A:000F X:002A Y:0030 P:envmxdizC $84/9B96 E2 20 SEP #$20 ; Useless line?! $84/9B98 C2 21 REP #$21 A:0001 X:002A Y:0018 P:envMxdiZC $84/9B9A 7D 43 0A ADC $0A43,x[$8A:0A6D] A:0001 X:002A Y:0018 P:envmxdiZc $84/9B9D 9D 43 0A STA $0A43,x[$8A:0A6D] A:0001 X:002A Y:0018 P:envmxdizc $84/9BA0 E2 20 SEP #$20 A:0001 X:002A Y:0018 P:envmxdizc $84/9BA2 A6 3B LDX $3B [$00:003B] A:0001 X:002A Y:0018 P:envMxdizc $84/9BA4 98 TYA A:0001 X:002A Y:0018 P:envMxdizc $84/9BA5 9D 83 06 STA $0683,x[$8A:06AD] A:0018 X:002A Y:0018 P:envMxdizc $84/9BA8 4C 9C 96 JMP $969C [$84:969C] A:0018 X:002A Y:0018 P:envMxdizc
$84/9CAB ?
$84/9CAB A5 01 LDA $01 ; Load number of Loop Runs to do $84/9CAD C9 01 CMP #$01 $84/9CAF D0 15 BNE $15 ; [$9CC6] Branch if number of Loop Runs isn't one
- Code is missing here
$84/9CC6 A0 03 00 LDY #$0003 A:0002 X:000E Y:AF2B P:envMxdizC $84/9CC9 5A PHY A:0002 X:000E Y:0003 P:envMxdizC $84/9CCA 20 2D 9D JSR $9D2D [$84:9D2D] A:0002 X:000E Y:0003 P:envMxdizC $84/9CCD A2 40 00 LDX #$0040 ; Number of Bytes to Load from VRAM $84/9CD0 22 E4 A0 80 JSL $80A0E4 ; Add Entry to the VRAM Read DMA Pipeline $84/9CD4 C2 21 REP #$21 ; 16-bit A, Clear Carry $84/9CD6 98 TYA ; Transfer VRAM Destination in A $84/9CD7 69 00 01 ADC #$0100 ; Add #$0100 $84/9CDA A8 TAY ; Transfer back to Y (to use for the Read DMA) $84/9CDB E2 20 SEP #$20 ; 8-bit A $84/9CDD 22 E4 A0 80 JSL $80A0E4 ; Add Entry to the VRAM Read DMA Pipeline $84/9CE1 7A PLY A:0040 X:0040 Y:5180 P:eNvMxdizc $84/9CE2 C8 INY A:0040 X:0040 Y:0003 P:envMxdizc $84/9CE3 C8 INY A:0040 X:0040 Y:0004 P:envMxdizc $84/9CE4 C6 01 DEC $01 ; Decrement Loop Counter $84/9CE6 D0 E1 BNE $E1 ; [$9CC9] Loop $84/9CE8 60 RTS
$84/9D2D ?
$84/9D2D C2 21 REP #$21 A:0002 X:000E Y:0003 P:envMxdizC $84/9D2F B1 20 LDA ($20),y[$8B:CA99] A:0002 X:000E Y:0003 P:envmxdizc $84/9D31 29 FF 01 AND #$01FF A:00A4 X:000E Y:0003 P:envmxdizc $84/9D34 65 02 ADC $02 [$00:0002] A:00A4 X:000E Y:0003 P:envmxdizc $84/9D36 85 06 STA $06 [$00:0006] A:0108 X:000E Y:0003 P:envmxdizc $84/9D38 51 20 EOR ($20),y[$8B:CA99] A:0108 X:000E Y:0003 P:envmxdizc $84/9D3A 29 10 00 AND #$0010 A:01AC X:000E Y:0003 P:envmxdizc $84/9D3D 18 CLC A:0000 X:000E Y:0003 P:envmxdiZc $84/9D3E 65 06 ADC $06 [$00:0006] A:0000 X:000E Y:0003 P:envmxdiZc $84/9D40 0A ASL A A:0108 X:000E Y:0003 P:envmxdizc $84/9D41 0A ASL A A:0210 X:000E Y:0003 P:envmxdizc $84/9D42 0A ASL A A:0420 X:000E Y:0003 P:envmxdizc $84/9D43 0A ASL A A:0840 X:000E Y:0003 P:envmxdizc $84/9D44 C9 00 10 CMP #$1000 A:1080 X:000E Y:0003 P:envmxdizc $84/9D47 90 0C BCC $0C [$9D55] A:1080 X:000E Y:0003 P:envmxdizC $84/9D49 85 06 STA $06 [$00:0006] A:1080 X:000E Y:0003 P:envmxdizC $84/9D4B AD 88 05 LDA $0588 ; Load $2101 Buffer $84/9D4E 29 18 00 AND #$0018 ; Exempt the Object Size $84/9D51 EB XBA A:0000 X:000E Y:0003 P:envmxdiZC $84/9D52 0A ASL A A:0000 X:000E Y:0003 P:envmxdiZC $84/9D53 65 06 ADC $06 [$00:0006] A:0000 X:000E Y:0003 P:envmxdiZc $84/9D55 85 06 STA $06 [$00:0006] A:1080 X:000E Y:0003 P:envmxdizc $84/9D57 AD 88 05 LDA $0588 ; Load $2101 Buffer $84/9D5A 29 07 00 AND #$0007 ; Exempt the Object Size $84/9D5D 4A LSR A A:0002 X:000E Y:0003 P:envmxdizc $84/9D5E 6A ROR A A:0001 X:000E Y:0003 P:envmxdizc $84/9D5F 6A ROR A A:0000 X:000E Y:0003 P:envmxdiZC $84/9D60 6A ROR A A:8000 X:000E Y:0003 P:eNvmxdizc $84/9D61 65 06 ADC $06 [$00:0006] A:4000 X:000E Y:0003 P:envmxdizc $84/9D63 A8 TAY A:5080 X:000E Y:0003 P:envmxdizc $84/9D64 E2 20 SEP #$20 A:5080 X:000E Y:5080 P:envmxdizc $84/9D66 60 RTS A:5080 X:000E Y:5080 P:envMxdizc
$84/9E13 ?
$84/9E13 85 02 STA $02 [$00:0002] A:000F X:0016 Y:89B4 P:envmxdizc $84/9E15 29 3C 00 AND #$003C A:000F X:0016 Y:89B4 P:envmxdizc $84/9E18 18 CLC A:000C X:0016 Y:89B4 P:envmxdizc $84/9E19 65 02 ADC $02 [$00:0002] A:000C X:0016 Y:89B4 P:envmxdizc $84/9E1B EB XBA A:001B X:0016 Y:89B4 P:envmxdizc $84/9E1C 4A LSR A A:1B00 X:0016 Y:89B4 P:envmxdiZc $84/9E1D 4A LSR A A:0D80 X:0016 Y:89B4 P:envmxdizc $84/9E1E C9 00 10 CMP #$1000 A:06C0 X:0016 Y:89B4 P:envmxdizc $84/9E21 90 0C BCC $0C [$9E2F] A:06C0 X:0016 Y:89B4 P:eNvmxdizc
- Code is missing here
$84/9E2F 85 02 STA $02 [$00:0002] A:06C0 X:0016 Y:89B4 P:eNvmxdizc $84/9E31 AD 88 05 LDA $0588 ; Load $2101 Buffer $84/9E34 29 07 00 AND #$0007 ; Exempt the Object Size $84/9E37 4A LSR A A:0002 X:0016 Y:89B4 P:envmxdizc $84/9E38 6A ROR A A:0001 X:0016 Y:89B4 P:envmxdizc $84/9E39 6A ROR A A:0000 X:0016 Y:89B4 P:envmxdiZC $84/9E3A 6A ROR A A:8000 X:0016 Y:89B4 P:eNvmxdizc $84/9E3B 65 02 ADC $02 [$00:0002] A:4000 X:0016 Y:89B4 P:envmxdizc $84/9E3D 60 RTS A:46C0 X:0016 Y:89B4 P:envmxdizc
$84/B98A Battle figure moving animation?
This is executed in the title screen demo, when the soldier jumps over the gap and beats the archeress(?)
This executes an VRAM DMA - I can imagine this is the graphics update for a marching game figure animation.
There are some values to this subroutine carried in before it is called:
A contains some Index for a table at $84/BA03 ($0002:3A03)
Y contains the VRAM destination address
$20 to $22 contains an offset for the DMA Source Address
$84/B98A 8B PHB ; Preserve Data Bank on Stack $84/B98B 4B PHK ; Change Data Bank to $84 $84/B98C AB PLB $84/B98D D4 00 PEI ($00) ; Push current content of $00 on stack $84/B98F D4 02 PEI ($02) ; Push current content of $02 on stack $84/B991 D4 0C PEI ($0C) ; Push current content of $0C on stack $84/B993 D4 0E PEI ($0E) ; Push current content of $0E on stack $84/B995 09 00 ORA #$00 ; Set the "focus" of the flag register back on the Accumulator??? $84/B997 10 0A BPL $0A ; [$B9A3] Branch if A value is between #$00 and #$7F $84/B999 29 7F AND #$7F ; If not, remove the MSB anyways $84/B99B 85 00 STA $00 ; Store Original A minus MSB in $00 $84/B99D A9 02 LDA #$02 ; Set up a counter for left/right side of the graphic $84/B99F 85 01 STA $01 ; Yeah, I wouldn't understand that comment, too $84/B9A1 80 04 BRA $04 ; [$B9A7]
Code is missing here
$84/B9A7 84 02 STY $02 ; Buffer VRAM destination in $02 $84/B9A9 A2 40 00 LDX #$0040 ; Number of Bytes to transfer $84/B9AC 86 0C STX $0C $84/B9AE A9 80 LDA #$80 ; VRAM settings for the DMA (for $2115) $84/B9B0 85 0E STA $0E $84/B9B2 7B TDC ; Clear 16-bit A $84/B9B3 A5 00 LDA $00 ; Load Original A value $84/B9B5 0A ASL A ; Multiply by 4 (4 byte sized table entries?) $84/B9B6 0A ASL A $84/B9B7 A8 TAY ; Transfer in Y $84/B9B8 7B TDC ; Clear 16-bit A $84/B9B9 B9 03 BA LDA $BA03,y ; Load Table entry $84/B9BC C9 FF CMP #$FF ; ??? $84/B9BE F0 0F BEQ $0F ; [$B9CF] ??? $84/B9C0 C2 20 REP #$20 ; Multiply loaded byte by #$20 (thirty-two) $84/B9C2 EB XBA $84/B9C3 4A LSR A $84/B9C4 4A LSR A $84/B9C5 4A LSR A $84/B9C6 65 20 ADC $20 ; Add some DMA Source Address Offset that was set up before this subroutine $84/B9C8 AA TAX ; Transfer in X as DMA Source Address $84/B9C9 E2 20 SEP #$20 $84/B9CB A5 22 LDA $22 ; Load $22 in A as DMA SOurce Bank $84/B9CD 80 05 BRA $05 ; [$B9D4] Branch
- Code is missing here
$84/B9D4 5A PHY ; Push Y on stack - it's the Load Index for the table at $BA03 $84/B9D5 A4 02 LDY $02 ; Load VRAM destination address in Y $84/B9D7 22 24 9F 80 JSL $809F24 ; VRAM DMA $84/B9DB 7A PLY ; Restore the Load Index for the table at $BA03 $84/B9DC C8 INY ; Increment it $84/B9DD 98 TYA ; Copy it to A $84/B9DE 29 03 AND #$03 ; Look if it has done 4 graphics; 4 sprite graphics per Unit $84/B9E0 F0 13 BEQ $13 ; [$B9F5] If so, exit $84/B9E2 7B TDC ; Clear 16-bit A $84/B9E3 A9 20 LDA #$20 ; ??? This has something to do with the positioning of sprites in VRAM $84/B9E5 C6 01 DEC $01 ; ??? The right sprite is $20 away from the left, the one below $100 ($20+$E0) $84/B9E7 D0 02 BNE $02 ; [$B9EB] ??? $01 is a counter for this, whether it should add... $84/B9E9 A9 E0 LDA #$E0 ; ??? $20 or $E0 to get to the VRAM address to reach the next graphic $84/B9EB C2 21 REP #$21 ; Add this $20 or $E0 to the VRAM address, store it in it's buffer... $84/B9ED 65 02 ADC $02 $84/B9EF 85 02 STA $02 $84/B9F1 E2 20 SEP #$20 $84/B9F3 80 C3 BRA $C3 ; [$B9B8] ... and loop $84/B9F5 FA PLX ; Restore the old values of $0E, $0C, $02 and $00 $84/B9F6 86 0E STX $0E $84/B9F8 FA PLX $84/B9F9 86 0C STX $0C $84/B9FB FA PLX $84/B9FC 86 02 STX $02 $84/B9FE FA PLX $84/B9FF 86 00 STX $00 $84/BA01 AB PLB ; Restore old bank $84/BA02 6B RTL
X and Y contain the same Figure Number.
$84/C267 5A PHY ; Buffer Figure Number on Stack $84/C268 A0 00 00 LDY #$0000 A:0000 X:0008 Y:0008 P:enVMxdizc $84/C26B BD DE 19 LDA $19DE,x[$84:19E6] A:0000 X:0008 Y:0000 P:enVMxdiZc $84/C26E C8 INY A:0000 X:0008 Y:0000 P:enVMxdiZc $84/C26F 89 04 BIT #$04 A:0000 X:0008 Y:0001 P:enVMxdizc $84/C271 D0 2A BNE $2A [$C29D] A:0000 X:0008 Y:0001 P:enVMxdiZc $84/C273 C8 INY A:0000 X:0008 Y:0001 P:enVMxdiZc $84/C274 89 08 BIT #$08 A:0000 X:0008 Y:0002 P:enVMxdizc $84/C276 D0 25 BNE $25 [$C29D] A:0000 X:0008 Y:0002 P:enVMxdiZc $84/C278 C8 INY A:0000 X:0008 Y:0002 P:enVMxdiZc $84/C279 89 80 BIT #$80 A:0000 X:0008 Y:0003 P:enVMxdizc $84/C27B D0 20 BNE $20 [$C29D] A:0000 X:0008 Y:0003 P:enVMxdiZc $84/C27D C8 INY A:0000 X:0008 Y:0003 P:enVMxdiZc $84/C27E BD DF 19 LDA $19DF,x[$84:19E7] A:0000 X:0008 Y:0004 P:enVMxdizc $84/C281 89 01 BIT #$01 A:0020 X:0008 Y:0004 P:enVMxdizc $84/C283 D0 18 BNE $18 [$C29D] A:0020 X:0008 Y:0004 P:enVMxdiZc $84/C285 C8 INY A:0020 X:0008 Y:0004 P:enVMxdiZc $84/C286 BD DE 19 LDA $19DE,x[$84:19E6] A:0020 X:0008 Y:0005 P:enVMxdizc $84/C289 89 02 BIT #$02 A:0000 X:0008 Y:0005 P:enVMxdiZc $84/C28B D0 10 BNE $10 [$C29D] A:0000 X:0008 Y:0005 P:enVMxdiZc $84/C28D 89 01 BIT #$01 A:0000 X:0008 Y:0005 P:enVMxdiZc $84/C28F F0 09 BEQ $09 [$C29A] A:0000 X:0008 Y:0005 P:enVMxdiZc
- Code is missing here
$84/C29A A0 00 00 LDY #$0000 A:0000 X:0008 Y:0005 P:enVMxdiZc $84/C29D 7B TDC ; Clear 16-bit A $84/C29E BD 6E 1B LDA $1B6E,x[$84:1B76] A:0000 X:0008 Y:0000 P:enVMxdiZc $84/C2A1 4A LSR A A:0001 X:0008 Y:0000 P:enVMxdizc $84/C2A2 4A LSR A A:0000 X:0008 Y:0000 P:enVMxdiZC $84/C2A3 98 TYA A:0000 X:0008 Y:0000 P:enVMxdiZc $84/C2A4 2A ROL A A:0000 X:0008 Y:0000 P:enVMxdiZc $84/C2A5 A8 TAY A:0000 X:0008 Y:0000 P:enVMxdiZc $84/C2A6 7B TDC ; Clear 16-bit A $84/C2A7 B9 9A 83 LDA $839A,y[$84:839A] A:0000 X:0008 Y:0000 P:enVMxdiZc $84/C2AA 7A PLY ; Restore Original Y $84/C2AB 60 RTS
$84/E72E Do the Tile Animation
$84/E72E 48 PHA A:0080 X:00DB Y:0000 P:eNvMxdizc $84/E72F 7B TDC ; Clear 17-bit A $84/E730 AD F5 05 LDA $05F5 ; Load Animation Step Counter for the Tile Animation $84/E733 29 07 AND #$07 ; (Animations loop after eight steps) $84/E735 85 06 STA $06 ; Store it in $06 $84/E737 64 07 STZ $07 ; Clear $07 for 16-bit operations $84/E739 7B TDC ; Clear 17-bit A $84/E73A AD BE 16 LDA $16BE [$84:16BE] A:0000 X:00DB Y:0000 P:envMxdiZc $84/E73D 0A ASL A A:0000 X:00DB Y:0000 P:envMxdiZc $84/E73E AA TAX A:0000 X:00DB Y:0000 P:envMxdiZc $84/E73F A3 01 LDA $01,s [$00:1FCA] A:0000 X:0000 Y:0000 P:envMxdiZc $84/E741 4A LSR A A:0080 X:0000 Y:0000 P:eNvMxdizc $84/E742 B0 39 BCS $39 [$E77D] A:0040 X:0000 Y:0000 P:envMxdizc $84/E744 AD BE 16 LDA $16BE [$84:16BE] A:0040 X:0000 Y:0000 P:envMxdizc $84/E747 C9 12 CMP #$12 A:0000 X:0000 Y:0000 P:envMxdiZc $84/E749 D0 0B BNE $0B [$E756] A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E756 AD A2 1E LDA $1EA2 [$84:1EA2] A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E759 C9 02 CMP #$02 A:0000 X:0000 Y:0000 P:envMxdiZc $84/E75B F0 11 BEQ $11 [$E76E] A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E75D C9 03 CMP #$03 A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E75F F0 12 BEQ $12 [$E773] A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E761 C9 04 CMP #$04 A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E763 F0 13 BEQ $13 [$E778] A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E765 C9 08 CMP #$08 A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E767 F0 0A BEQ $0A [$E773] A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E769 BC 53 EC LDY $EC53,x[$84:EC53] A:0000 X:0000 Y:0000 P:eNvMxdizc $84/E76C 80 34 BRA $34 [$E7A2] A:0000 X:0000 Y:EDD3 P:eNvMxdizc
- Code is missing here
$84/E77D AD A2 1E LDA $1EA2 [$84:1EA2] A:0040 X:0000 Y:0004 P:envMxdizC $84/E780 C9 02 CMP #$02 A:0000 X:0000 Y:0004 P:envMxdiZC $84/E782 F0 11 BEQ $11 [$E795] A:0000 X:0000 Y:0004 P:eNvMxdizc $84/E784 C9 03 CMP #$03 A:0000 X:0000 Y:0004 P:eNvMxdizc $84/E786 F0 12 BEQ $12 [$E79A] A:0000 X:0000 Y:0004 P:eNvMxdizc $84/E788 C9 04 CMP #$04 A:0000 X:0000 Y:0004 P:eNvMxdizc $84/E78A F0 13 BEQ $13 [$E79F] A:0000 X:0000 Y:0004 P:eNvMxdizc $84/E78C C9 08 CMP #$08 A:0000 X:0000 Y:0004 P:eNvMxdizc $84/E78E F0 0A BEQ $0A [$E79A] A:0000 X:0000 Y:0004 P:eNvMxdizc $84/E790 BC 13 ED LDY $ED13,x[$84:ED13] A:0000 X:0000 Y:0004 P:eNvMxdizc $84/E793 80 0D BRA $0D [$E7A2] A:0000 X:0000 Y:EDE4 P:eNvMxdizc
- Code is missing here
$84/E7A2 BB TYX A:0000 X:0000 Y:EDD3 P:eNvMxdizc $84/E7A3 A0 80 00 LDY #$0080 ; Number of Bytes for the Upcoming Animation VRAM DMA $84/E7A6 84 0C STY $0C $84/E7A8 7B TDC ; Clear 16-bit A $84/E7A9 BD 00 00 LDA $0000,x ; Load first byte - VRAM Destination $84/E7AC C9 FF CMP #$FF ; Check if that value is #$FF $84/E7AE F0 35 BEQ $35 ; [$E7E5] If it is, exit $84/E7B0 DA PHX ; Push the Load Index on Stack $84/E7B1 C2 20 REP #$20 ; 16-bit A $84/E7B3 EB XBA ; Multiply A by #$40 $84/E7B4 4A LSR A $84/E7B5 4A LSR A $84/E7B6 A8 TAY ; Transfer in Y - VRAM Destination $84/E7B7 BD 01 00 LDA $0001,x ; Load next byte(s) $84/E7BA 29 FF 00 AND #$00FF ; Remove the third byte that was loaded, too $84/E7BD 0A ASL A ; The byte is a Load Index for a Table whose entry itself contains values... $84/E7BE 0A ASL A ; ... for each of the 8 animation steps. So first, you multiply it by 8... $84/E7BF 0A ASL A $84/E7C0 65 06 ADC $06 ; ... add the current animation step... $84/E7C2 0A ASL A ; ... multiply it by 2 because each entry in the entry is 2 bytes in size $84/E7C3 AA TAX ; Transfer it in X as Load Index $84/E7C4 BF F3 E7 84 LDA $84E7F3,x ; Load that Entry's Entry $84/E7C8 85 04 STA $04 ; Store it in $04/05 $84/E7CA EB XBA ; Remove the second byte and multiply the first by #$80 $84/E7CB 29 00 FF AND #$FF00 $84/E7CE 4A LSR A $84/E7CF 69 00 80 ADC #$8000 A:0400 X:000E Y:07C0 P:envmxdizc $84/E7D2 09 00 80 ORA #$8000 A:8400 X:000E Y:07C0 P:eNvmxdizc $84/E7D5 AA TAX A:8400 X:000E Y:07C0 P:eNvmxdizc $84/E7D6 E2 20 SEP #$20 A:8400 X:8400 Y:07C0 P:eNvmxdizc $84/E7D8 A5 05 LDA $05 [$00:0005] A:8400 X:8400 Y:07C0 P:eNvMxdizc $84/E7DA 69 A0 ADC #$A0 A:8400 X:8400 Y:07C0 P:envMxdiZc $84/E7DC 22 B7 9F 80 JSL $809FB7 ; Animation VRAM DMA $84/E7E0 FA PLX ; Pull the Load Index on Stack $84/E7E1 E8 INX ; Increment it twice (each entry has 2 byte) $84/E7E2 E8 INX $84/E7E3 80 C3 BRA $C3 ; [$E7A8] Loop $84/E7E5 68 PLA A:00FF X:EDE3 Y:0EC0 P:envMxdiZC $84/E7E6 4A LSR A ; If the lowest bit is 0... $84/E7E7 90 09 BCC $09 ; [$E7F2] .. then don't inc Animation Step Counter and exit directly $84/E7E9 AD F5 05 LDA $05F5 ; Load Animation Step Counter for the Tile Animation $84/E7EC 1A INC A ; Increment it $84/E7ED 29 0F AND #$0F ; Make the value loop after $0F to $00 $84/E7EF 8D F5 05 STA $05F5 ; Store Animation Step Counter back $84/E7F2 60 RTS
Bank $85
$85/8000 Use Jump Table
$85/8000 8B PHB ; Buffer Data Bank on Stack $85/8001 A9 85 LDA #$85 ; Set Data Bank to $85 $85/8003 48 PHA $85/8004 AB PLB $85/8005 AD A2 1E LDA $1EA2 [$85:1EA2] A:0085 X:0004 Y:001C P:eNvMxdizc $85/8008 EB XBA A:0000 X:0004 Y:001C P:envMxdiZc $85/8009 A9 00 LDA #$00 A:0000 X:0004 Y:001C P:envMxdiZc $85/800B EB XBA A:0000 X:0004 Y:001C P:envMxdiZc $85/800C 0A ASL A A:0000 X:0004 Y:001C P:envMxdiZc $85/800D AA TAX A:0000 X:0004 Y:001C P:envMxdiZc $85/800E 7C 11 80 JMP ($8011,x)[$85:832F] A:0000 X:0000 Y:001C P:envMxdiZc
$85/8000 Use Jump Table
2F 83 - Entry #$00 - Exit 2F 83 - Entry #$01 - Exit 21 80 - Entry #$02 4D 80 - Entry #$03 7F 80 - Entry #$04 71 81 - Entry #$05 FD 81 - Entry #$06 9E 82 - Entry #$07
$85/832F Direct Exit?
$85/832F AB PLB ; Restore Data Bank $85/8330 6B RTL
Bank $86
$86/8000 ?
$86/8000 8B PHB ; Buffer Data Bank on Stack $86/8001 4B PHK ; Set Data Bank to $86 $86/8002 AB PLB $86/8003 C2 20 REP #$20 ; A = 16-bit $86/8005 A2 3E 00 LDX #$003E A:1200 X:0000 Y:0200 P:eNvmxdizc $86/8008 9E 03 06 STZ $0603,x[$86:0641] A:1200 X:003E Y:0200 P:envmxdizc $86/800B CA DEX A:1200 X:003E Y:0200 P:envmxdizc $86/800C CA DEX A:1200 X:003D Y:0200 P:envmxdizc $86/800D 10 F9 BPL $F9 [$8008] A:1200 X:003C Y:0200 P:envmxdizc $86/800F A9 FF FF LDA #$FFFF A:1200 X:FFFE Y:0200 P:eNvmxdizc $86/8012 8D 83 0E STA $0E83 [$86:0E83] A:FFFF X:FFFE Y:0200 P:eNvmxdizc $86/8015 E2 20 SEP #$20 ; A = 8-bit $86/8017 AB PLB ; Restore Data Bank from Stack $86/8018 6B RTL
$86/8019 ?
This is executed in the title screen demo, when the soldier jumps over the gap and beats the archeress(?)
$86/8019 8B PHB ; Preserve Data Bank on Stack $86/801A 4B PHK ; Set Data Bank to $86 $86/801B AB PLB $86/801C A2 20 05 LDX #$0520 ; [assumed] start of the OAM high table buffer $86/801F A0 20 03 LDY #$0320 ; [assumed] start of the OAM low table buffer $86/8022 CC 45 05 CPY $0545 ; Is this actually the position? $86/8025 D0 06 BNE $06 ; [$802D] If it isn't, skip this next part $86/8027 A2 00 03 LDX #$0300 ; ??? Change position of OAM high table buffer? $86/802A A0 00 01 LDY #$0100 ; ??? Change position of OAM high table buffer? $86/802D 86 26 STX $26 ; Store in Temp Register $86/802F 84 29 STY $29 ; Store in Temp Register $86/8031 C2 20 REP #$20 $86/8033 AD 43 05 LDA $0543 ; ??? Load number currently used sprites? $86/8036 0A ASL A $86/8037 0A ASL A ; Multiply by 4 (each sprite needs 4 bytes in Low Table) $86/8038 65 29 ADC $29 ; Add Low Table Offset $86/803A 85 29 STA $29 ; Store in $29 the address of the first unused Low Table entry $86/803C AD 43 05 LDA $0543 ; ??? Load number currently used sprites? $86/803F 4A LSR A $86/8040 4A LSR A ; Divide by 4 (each sprite needs 2 bits in High Table) $86/8041 65 26 ADC $26 ; Add High Table Offset $86/8043 85 26 STA $26 ; Store in $26 the address of the first unused High Table entry $86/8045 E2 20 SEP #$20 $86/8047 A9 80 LDA #$80 ; Max. number of sprites $86/8049 38 SEC $86/804A ED 43 05 SBC $0543 ; Subtract number of used sprites(?) $86/804D 85 2B STA $2B ; Store in $2B (Number of free sprites) $86/804F A9 80 LDA #$80 ; ??? $86/8051 85 28 STA $28 ; ??? $86/8053 A0 00 00 LDY #$0000 ; ??? $86/8056 BE 83 0E LDX $0E83,y ; ??? $86/8059 30 4A BMI $4A ; [$80A5] $86/805B 5A PHY ; ??? $86/805C 7B TDC ; ??? $86/805D BD C3 09 LDA $09C3,x ; ??? $86/8060 10 05 BPL $05 ; [$8067] $86/8062 20 81 81 JSR $8181 ; ??? $86/8065 80 37 BRA $37 ; [$809E]
Code is missing here
$86/809E 7A PLY ; ??? $86/809F C8 INY ; ??? $86/80A0 C8 INY ; ??? $86/80A1 A5 2B LDA $2B ; ??? $86/80A3 D0 B1 BNE $B1 ; [$8056] $86/80A5 20 96 84 JSR $8496 ; Check if more Sprites are needed and clear OAM entries for it $86/80A8 A0 20 03 LDY #$0320 ; Change OAM Buffer address from $100 to $320 or vice versa $86/80AB CC 45 05 CPY $0545 $86/80AE D0 03 BNE $03 ; [$80B3] Take branch if it isn't $320 $86/80B0 A0 00 01 LDY #$0100 $86/80B3 8C 45 05 STY $0545 $86/80B6 A9 01 LDA #$01 ; Set OAM Update flag $86/80B8 8D 40 05 STA $0540 $86/80BB AB PLB ; Restore Data Bank $86/80BC 6B RTL
$86/8181 ?
$86/8181 BD 03 06 LDA $0603,x[$86:0603] A:00FF X:0000 Y:0000 P:eNVMxdizC $86/8184 F0 0B BEQ $0B [$8191] A:0001 X:0000 Y:0000 P:enVMxdizC $86/8186 BD 04 06 LDA $0604,x[$86:0604] A:0001 X:0000 Y:0000 P:enVMxdizC $86/8189 F0 06 BEQ $06 [$8191] A:0001 X:0000 Y:0000 P:enVMxdizC $86/818B BD 04 07 LDA $0704,x[$86:0704] A:0001 X:0000 Y:0000 P:enVMxdizC $86/818E 4A LSR A A:0000 X:0000 Y:0000 P:enVMxdiZC $86/818F 90 03 BCC $03 [$8194] A:0000 X:0000 Y:0000 P:enVMxdiZc
Code is missing here
$86/8194 A9 8B LDA #$8B ; Set Data Bank to $8B $86/8196 48 PHA $86/8197 AB PLB $86/8198 86 3B STX $3B [$00:003B] A:008B X:0000 Y:0000 P:eNVMxdizc $86/819A BD 03 07 LDA $0703,x[$8B:0703] A:008B X:0000 Y:0000 P:eNVMxdizc $86/819D 85 06 STA $06 [$00:0006] A:0006 X:0000 Y:0000 P:enVMxdizc $86/819F BD 43 08 LDA $0843,x[$8B:0843] A:0006 X:0000 Y:0000 P:enVMxdizc $86/81A2 85 05 STA $05 [$00:0005] A:0001 X:0000 Y:0000 P:enVMxdizc $86/81A4 7B TDC A:0001 X:0000 Y:0000 P:enVMxdizc $86/81A5 BD 03 06 LDA $0603,x[$8B:0603] A:0000 X:0000 Y:0000 P:enVMxdiZc $86/81A8 C2 20 REP #$20 A:0001 X:0000 Y:0000 P:enVMxdizc $86/81AA 3A DEC A A:0001 X:0000 Y:0000 P:enVmxdizc $86/81AB 0A ASL A A:0000 X:0000 Y:0000 P:enVmxdiZc $86/81AC 69 2F A6 ADC #$A62F A:0000 X:0000 Y:0000 P:enVmxdiZc $86/81AF A8 TAY A:A62F X:0000 Y:0000 P:eNvmxdizc $86/81B0 BD 04 06 LDA $0604,x[$8B:0604] A:A62F X:0000 Y:A62F P:eNvmxdizc $86/81B3 3A DEC A A:0001 X:0000 Y:A62F P:envmxdizc $86/81B4 29 FF 00 AND #$00FF A:0000 X:0000 Y:A62F P:envmxdiZc $86/81B7 0A ASL A A:0000 X:0000 Y:A62F P:envmxdiZc $86/81B8 79 00 00 ADC $0000,y[$8B:A62F] A:0000 X:0000 Y:A62F P:envmxdiZc $86/81BB A8 TAY A:A7E9 X:0000 Y:A62F P:eNvmxdizc $86/81BC B9 00 00 LDA $0000,y[$8B:A7E9] A:A7E9 X:0000 Y:A7E9 P:eNvmxdizc $86/81BF 85 23 STA $23 [$00:0023] A:B5DF X:0000 Y:A7E9 P:eNvmxdizc $86/81C1 BD 83 09 LDA $0983,x[$8B:0983] A:B5DF X:0000 Y:A7E9 P:eNvmxdizc $86/81C4 85 00 STA $00 [$00:0000] A:0000 X:0000 Y:A7E9 P:envmxdiZc $86/81C6 A5 29 LDA $29 [$00:0029] A:0000 X:0000 Y:A7E9 P:envmxdiZc $86/81C8 9D 83 09 STA $0983,x[$8B:0983] A:03A0 X:0000 Y:A7E9 P:envmxdizc $86/81CB E2 20 SEP #$20 A:03A0 X:0000 Y:A7E9 P:envmxdizc $86/81CD B2 23 LDA ($23) [$8B:B5DF] A:03A0 X:0000 Y:A7E9 P:envMxdizc $86/81CF D0 03 BNE $03 [$81D4] A:0391 X:0000 Y:A7E9 P:eNvMxdizc
code is missing here
$86/81D4 7B TDC A:0391 X:0000 Y:A7E9 P:eNvMxdizc $86/81D5 18 CLC A:0000 X:0000 Y:A7E9 P:envMxdiZc $86/81D6 BD C3 06 LDA $06C3,x[$8B:06C3] A:0000 X:0000 Y:A7E9 P:envMxdiZc $86/81D9 29 3C AND #$3C A:0008 X:0000 Y:A7E9 P:envMxdizc $86/81DB 7D C3 06 ADC $06C3,x[$8B:06C3] A:0008 X:0000 Y:A7E9 P:envMxdizc $86/81DE C2 20 REP #$20 A:0010 X:0000 Y:A7E9 P:envMxdizc $86/81E0 0A ASL A A:0010 X:0000 Y:A7E9 P:envmxdizc $86/81E1 0A ASL A A:0020 X:0000 Y:A7E9 P:envmxdizc $86/81E2 85 08 STA $08 [$00:0008] A:0040 X:0000 Y:A7E9 P:envmxdizc $86/81E4 E2 20 SEP #$20 A:0040 X:0000 Y:A7E9 P:envmxdizc $86/81E6 A6 29 LDX $29 [$00:0029] A:0040 X:0000 Y:A7E9 P:envMxdizc $86/81E8 DA PHX A:0040 X:03A0 Y:A7E9 P:envMxdizc $86/81E9 A6 3B LDX $3B [$00:003B] A:0040 X:03A0 Y:A7E9 P:envMxdizc $86/81EB A0 10 00 LDY #$0010 A:0040 X:0000 Y:A7E9 P:envMxdiZc $86/81EE B2 23 LDA ($23) [$8B:B5DF] A:0040 X:0000 Y:0010 P:envMxdizc $86/81F0 30 03 BMI $03 [$81F5] A:0091 X:0000 Y:0010 P:eNvMxdizc $86/81F2 A0 08 00 LDY #$0008 A:0011 X:003E Y:0010 P:envMxdizc $86/81F5 84 0E STY $0E [$00:000E] A:0091 X:0000 Y:0010 P:eNvMxdizc $86/81F7 4A LSR A A:0091 X:0000 Y:0010 P:eNvMxdizc $86/81F8 4A LSR A A:0048 X:0000 Y:0010 P:envMxdizC $86/81F9 4A LSR A A:0024 X:0000 Y:0010 P:envMxdizc $86/81FA 29 07 AND #$07 A:0012 X:0000 Y:0010 P:envMxdizc $86/81FC 85 02 STA $02 [$00:0002] A:0002 X:0000 Y:0010 P:envMxdizc $86/81FE B2 23 LDA ($23) [$8B:B5DF] A:0002 X:0000 Y:0010 P:envMxdizc $86/8200 29 07 AND #$07 A:0091 X:0000 Y:0010 P:eNvMxdizc $86/8202 85 03 STA $03 [$00:0003] A:0001 X:0000 Y:0010 P:envMxdizc $86/8204 A0 01 00 LDY #$0001 A:0001 X:0000 Y:0010 P:envMxdizc $86/8207 A5 06 LDA $06 [$00:0006] A:0001 X:0000 Y:0001 P:envMxdizc $86/8209 0A ASL A A:0006 X:0000 Y:0001 P:envMxdizc $86/820A 0A ASL A A:000C X:0000 Y:0001 P:envMxdizc $86/820B 7B TDC A:0018 X:0000 Y:0001 P:envMxdizc $86/820C B1 23 LDA ($23),y[$8B:B5E0] A:0000 X:0000 Y:0001 P:envMxdiZc $86/820E 90 06 BCC $06 [$8216] A:00F8 X:0000 Y:0001 P:eNvMxdizc $86/8210 18 CLC A:00F8 X:0002 Y:0001 P:eNvMxdizC $86/8211 65 0E ADC $0E [$00:000E] A:00F8 X:0002 Y:0001 P:eNvMxdizc $86/8213 49 FF EOR #$FF A:0008 X:0002 Y:0001 P:envMxdizC $86/8215 1A INC A A:00F7 X:0002 Y:0001 P:eNvMxdizC $86/8216 C2 20 REP #$20 A:00F8 X:0000 Y:0001 P:eNvMxdizc $86/8218 C9 80 00 CMP #$0080 A:00F8 X:0000 Y:0001 P:eNvmxdizc $86/821B 90 03 BCC $03 [$8220] A:00F8 X:0000 Y:0001 P:envmxdizC $86/821D E9 00 01 SBC #$0100 A:00F8 X:0000 Y:0001 P:envmxdizC $86/8220 18 CLC A:FFF8 X:0000 Y:0001 P:eNvmxdizc $86/8221 7D 43 07 ADC $0743,x[$8B:0743] A:FFF8 X:0000 Y:0001 P:eNvmxdizc $86/8224 85 0A STA $0A [$00:000A] A:0088 X:0000 Y:0001 P:envmxdizC $86/8226 E2 20 SEP #$20 A:0088 X:0000 Y:0001 P:envmxdizC $86/8228 C8 INY A:0088 X:0000 Y:0001 P:envMxdizC $86/8229 A5 06 LDA $06 [$00:0006] A:0088 X:0000 Y:0002 P:envMxdizC $86/822B 0A ASL A A:0006 X:0000 Y:0002 P:envMxdizC $86/822C 7B TDC A:000C X:0000 Y:0002 P:envMxdizc $86/822D B1 23 LDA ($23),y[$8B:B5E1] A:0000 X:0000 Y:0002 P:envMxdiZc $86/822F 90 06 BCC $06 [$8237] A:00F6 X:0000 Y:0002 P:eNvMxdizc
Code is missing here
$86/8237 C2 20 REP #$20 A:00F6 X:0000 Y:0002 P:eNvMxdizc $86/8239 C9 80 00 CMP #$0080 A:00F6 X:0000 Y:0002 P:eNvmxdizc $86/823C 90 03 BCC $03 [$8241] A:00F6 X:0000 Y:0002 P:envmxdizC $86/823E E9 00 01 SBC #$0100 A:00F6 X:0000 Y:0002 P:envmxdizC $86/8241 18 CLC A:FFF6 X:0000 Y:0002 P:eNvmxdizc $86/8242 7D 83 07 ADC $0783,x[$8B:0783] A:FFF6 X:0000 Y:0002 P:eNvmxdizc $86/8245 3A DEC A A:003D X:0000 Y:0002 P:envmxdizC $86/8246 85 20 STA $20 [$00:0020] A:003C X:0000 Y:0002 P:envmxdizC $86/8248 E2 20 SEP #$20 A:003C X:0000 Y:0002 P:envmxdizC $86/824A C8 INY A:003C X:0000 Y:0002 P:envMxdizC $86/824B FA PLX A:003C X:0000 Y:0003 P:envMxdizC $86/824C A5 02 LDA $02 [$00:0002] A:003C X:03A0 Y:0003 P:envMxdizC $86/824E 85 04 STA $04 [$00:0004] A:0002 X:03A0 Y:0003 P:envMxdizC $86/8250 C2 20 REP #$20 A:0002 X:03A0 Y:0003 P:envMxdizC $86/8252 A5 20 LDA $20 [$00:0020] A:0002 X:03A0 Y:0003 P:envmxdizC $86/8254 85 0C STA $0C [$00:000C] A:003C X:03A0 Y:0003 P:envmxdizC $86/8256 B1 23 LDA ($23),y[$8B:B5E2] A:003C X:03A0 Y:0003 P:envmxdizC $86/8258 C9 FF FF CMP #$FFFF A:0000 X:03A0 Y:0003 P:envmxdiZC $86/825B D0 07 BNE $07 [$8264] A:0000 X:03A0 Y:0003 P:envmxdizc
Code is missing here
$86/8264 A5 0C LDA $0C [$00:000C] A:0000 X:03A0 Y:0003 P:envmxdizc $86/8266 38 SEC A:003C X:03A0 Y:0003 P:envmxdizc $86/8267 ED 97 05 SBC $0597 [$8B:0597] A:003C X:03A0 Y:0003 P:envmxdizC $86/826A C9 E0 00 CMP #$00E0 A:0064 X:03A0 Y:0003 P:envmxdizc $86/826D 90 05 BCC $05 [$8274] A:0064 X:03A0 Y:0003 P:eNvmxdizc
Code is missing here
$86/8274 E2 20 SEP #$20 A:0064 X:03A0 Y:0003 P:eNvmxdizc $86/8276 95 01 STA $01,x [$00:03A1] A:0064 X:03A0 Y:0003 P:eNvMxdizc $86/8278 C2 20 REP #$20 A:0064 X:03A0 Y:0003 P:eNvMxdizc $86/827A A5 0A LDA $0A [$00:000A] A:0064 X:03A0 Y:0003 P:eNvmxdizc $86/827C 38 SEC A:0088 X:03A0 Y:0003 P:envmxdizc $86/827D ED 95 05 SBC $0595 [$8B:0595] A:0088 X:03A0 Y:0003 P:envmxdizC $86/8280 C9 00 01 CMP #$0100 A:0078 X:03A0 Y:0003 P:envmxdizC $86/8283 90 05 BCC $05 [$828A] A:0078 X:03A0 Y:0003 P:eNvmxdizc $86/8285 C9 F1 FF CMP #$FFF1 A:FF98 X:0190 Y:0003 P:eNvmxdizC $86/8288 90 0A BCC $0A [$8294] A:FF98 X:0190 Y:0003 P:eNvmxdizc $86/828A E2 20 SEP #$20 A:0078 X:03A0 Y:0003 P:eNvmxdizc $86/828C 95 00 STA $00,x [$00:03A0] A:0078 X:03A0 Y:0003 P:eNvMxdizc $86/828E EB XBA A:0078 X:03A0 Y:0003 P:eNvMxdizc $86/828F 4A LSR A A:7800 X:03A0 Y:0003 P:envMxdiZc $86/8290 66 28 ROR $28 [$00:0028] A:7800 X:03A0 Y:0003 P:envMxdiZc $86/8292 80 09 BRA $09 [$829D] A:7800 X:03A0 Y:0003 P:envMxdizc $86/8294 A9 00 E8 LDA #$E800 A:FF98 X:0190 Y:0003 P:eNvmxdizc $86/8297 95 00 STA $00,x [$00:0190] A:E800 X:0190 Y:0003 P:eNvmxdizc $86/8299 E2 20 SEP #$20 A:E800 X:0190 Y:0003 P:eNvmxdizc $86/829B 46 28 LSR $28 [$00:0028] A:E800 X:0190 Y:0003 P:eNvMxdizc $86/829D A5 05 LDA $05 [$00:0005] A:7800 X:03A0 Y:0003 P:envMxdizc $86/829F D0 16 BNE $16 [$82B7] A:7801 X:03A0 Y:0003 P:envMxdizc $86/82A1 C2 20 REP #$20 A:0800 X:0180 Y:0003 P:envMxdiZc $86/82A3 8A TXA A:0800 X:0180 Y:0003 P:envmxdiZc $86/82A4 38 SEC A:0180 X:0180 Y:0003 P:envmxdizc $86/82A5 E5 29 SBC $29 [$00:0029] A:0180 X:0180 Y:0003 P:envmxdizC $86/82A7 18 CLC A:0000 X:0180 Y:0003 P:envmxdiZC $86/82A8 65 00 ADC $00 [$00:0000] A:0000 X:0180 Y:0003 P:envmxdiZc $86/82AA DA PHX A:03A0 X:0180 Y:0003 P:envmxdizc $86/82AB AA TAX A:03A0 X:0180 Y:0003 P:envmxdizc $86/82AC B5 02 LDA $02,x [$00:03A2] A:03A0 X:03A0 Y:0003 P:envmxdizc $86/82AE FA PLX A:7644 X:03A0 Y:0003 P:envmxdizc $86/82AF 95 02 STA $02,x [$00:0182] A:7644 X:0180 Y:0003 P:envmxdizc $86/82B1 E2 20 SEP #$20 A:7644 X:0180 Y:0003 P:envmxdizc $86/82B3 C8 INY A:7644 X:0180 Y:0003 P:envMxdizc $86/82B4 C8 INY A:7644 X:0180 Y:0004 P:envMxdizc $86/82B5 80 3D BRA $3D [$82F4] A:7644 X:0180 Y:0005 P:envMxdizc $86/82B7 B1 23 LDA ($23),y[$8B:B5E2] A:7801 X:03A0 Y:0003 P:envMxdizc $86/82B9 18 CLC A:7800 X:03A0 Y:0003 P:envMxdiZc $86/82BA 65 08 ADC $08 [$00:0008] A:7800 X:03A0 Y:0003 P:envMxdiZc $86/82BC 95 02 STA $02,x [$00:03A2] A:7840 X:03A0 Y:0003 P:envMxdizc $86/82BE 08 PHP A:7840 X:03A0 Y:0003 P:envMxdizc $86/82BF 51 23 EOR ($23),y[$8B:B5E2] A:7840 X:03A0 Y:0003 P:envMxdizc $86/82C1 29 10 AND #$10 A:7840 X:03A0 Y:0003 P:envMxdizc $86/82C3 18 CLC A:7800 X:03A0 Y:0003 P:envMxdiZc $86/82C4 75 02 ADC $02,x [$00:03A2] A:7800 X:03A0 Y:0003 P:envMxdiZc $86/82C6 95 02 STA $02,x [$00:03A2] A:7840 X:03A0 Y:0003 P:envMxdizc $86/82C8 C8 INY A:7840 X:03A0 Y:0003 P:envMxdizc $86/82C9 B1 23 LDA ($23),y[$8B:B5E3] A:7840 X:03A0 Y:0004 P:envMxdizc $86/82CB C8 INY A:7800 X:03A0 Y:0004 P:envMxdiZc $86/82CC 85 25 STA $25 [$00:0025] A:7800 X:03A0 Y:0005 P:envMxdizc $86/82CE A5 06 LDA $06 [$00:0006] A:7800 X:03A0 Y:0005 P:envMxdizc $86/82D0 29 0E AND #$0E A:7806 X:03A0 Y:0005 P:envMxdizc $86/82D2 F0 08 BEQ $08 [$82DC] A:7806 X:03A0 Y:0005 P:envMxdizc $86/82D4 EB XBA A:7806 X:03A0 Y:0005 P:envMxdizc $86/82D5 A9 0E LDA #$0E A:0678 X:03A0 Y:0005 P:envMxdizc $86/82D7 14 25 TRB $25 [$00:0025] A:060E X:03A0 Y:0005 P:envMxdizc $86/82D9 EB XBA A:060E X:03A0 Y:0005 P:envMxdiZc $86/82DA 04 25 TSB $25 [$00:0025] A:0E06 X:03A0 Y:0005 P:envMxdizc $86/82DC A5 06 LDA $06 [$00:0006] A:0E06 X:03A0 Y:0005 P:envMxdiZc $86/82DE 29 C0 AND #$C0 A:0E06 X:03A0 Y:0005 P:envMxdizc $86/82E0 45 25 EOR $25 [$00:0025] A:0E00 X:03A0 Y:0005 P:envMxdiZc $86/82E2 28 PLP A:0E06 X:03A0 Y:0005 P:envMxdizc $86/82E3 65 09 ADC $09 [$00:0009] A:0E06 X:03A0 Y:0005 P:envMxdizc $86/82E5 85 25 STA $25 [$00:0025] A:0E06 X:03A0 Y:0005 P:envMxdizc $86/82E7 A5 06 LDA $06 [$00:0006] A:0E06 X:03A0 Y:0005 P:envMxdizc $86/82E9 29 30 AND #$30 A:0E06 X:03A0 Y:0005 P:envMxdizc $86/82EB D0 03 BNE $03 [$82F0] A:0E00 X:03A0 Y:0005 P:envMxdiZc $86/82ED 20 61 83 JSR $8361 [$86:8361] A:0E00 X:03A0 Y:0005 P:envMxdiZc $86/82F0 05 25 ORA $25 [$00:0025] A:0430 X:01A8 Y:0005 P:envMxdizc $86/82F2 95 03 STA $03,x [$00:01AB] A:0436 X:01A8 Y:0005 P:envMxdizc $86/82F4 B2 23 LDA ($23) [$8B:B5DF] A:7644 X:0180 Y:0005 P:envMxdizc $86/82F6 0A ASL A A:7691 X:0180 Y:0005 P:eNvMxdizc $86/82F7 66 28 ROR $28 [$00:0028] A:7622 X:0180 Y:0005 P:envMxdizC $86/82F9 90 0E BCC $0E [$8309] A:7622 X:0180 Y:0005 P:eNvMxdizc $86/82FB A5 28 LDA $28 [$00:0028] A:7422 X:018C Y:0007 P:eNvMxdizC $86/82FD 92 26 STA ($26) [$8B:0308] A:74AA X:018C Y:0007 P:eNvMxdizC $86/82FF A9 80 LDA #$80 A:74AA X:018C Y:0007 P:eNvMxdizC $86/8301 85 28 STA $28 [$00:0028] A:7480 X:018C Y:0007 P:eNvMxdizC $86/8303 E6 26 INC $26 [$00:0026] A:7480 X:018C Y:0007 P:eNvMxdizC $86/8305 D0 02 BNE $02 [$8309] A:7480 X:018C Y:0007 P:envMxdizC $86/8309 E8 INX A:7622 X:0180 Y:0005 P:eNvMxdizc $86/830A E8 INX A:7622 X:0181 Y:0005 P:envMxdizc $86/830B E8 INX A:7622 X:0182 Y:0005 P:envMxdizc $86/830C E8 INX A:7622 X:0183 Y:0005 P:envMxdizc $86/830D C6 2B DEC $2B [$00:002B] A:7622 X:0184 Y:0005 P:envMxdizc $86/830F F0 49 BEQ $49 [$835A] A:7622 X:0184 Y:0005 P:envMxdizc $86/8311 C6 04 DEC $04 [$00:0004] A:7622 X:0184 Y:0005 P:envMxdizc $86/8313 F0 16 BEQ $16 [$832B] A:7622 X:0184 Y:0005 P:envMxdizc $86/8315 A5 06 LDA $06 [$00:0006] A:7622 X:0184 Y:0005 P:envMxdizc $86/8317 0A ASL A A:7646 X:0184 Y:0005 P:envMxdizc $86/8318 C2 20 REP #$20 A:768C X:0184 Y:0005 P:eNvMxdizc $86/831A A5 0C LDA $0C [$00:000C] A:768C X:0184 Y:0005 P:eNvmxdizc $86/831C B0 05 BCS $05 [$8323] A:00C4 X:0184 Y:0005 P:envmxdizc $86/831E 38 SEC A:00C4 X:0184 Y:0005 P:envmxdizc $86/831F E5 0E SBC $0E [$00:000E] A:00C4 X:0184 Y:0005 P:envmxdizC $86/8321 80 03 BRA $03 [$8326] A:00B4 X:0184 Y:0005 P:envmxdizC $86/8326 85 0C STA $0C [$00:000C] A:00B4 X:0184 Y:0005 P:envmxdizC $86/8328 4C 56 82 JMP $8256 [$86:8256] A:00B4 X:0184 Y:0005 P:envmxdizC $86/832B C6 03 DEC $03 [$00:0003] A:7622 X:0188 Y:0007 P:envMxdiZc $86/832D F0 19 BEQ $19 [$8348] A:7622 X:0188 Y:0007 P:envMxdiZc $86/8348 B2 23 LDA ($23) [$8B:B5DF] A:7622 X:0188 Y:0007 P:envMxdiZc $86/834A 89 40 BIT #$40 A:7691 X:0188 Y:0007 P:eNvMxdizc $86/834C F0 0C BEQ $0C [$835A] A:7691 X:0188 Y:0007 P:eNvMxdiZc $86/834E C2 21 REP #$21 A:0549 X:01C4 Y:0005 P:envMxdizc $86/8350 98 TYA A:0549 X:01C4 Y:0005 P:envmxdizc $86/8351 65 23 ADC $23 [$00:0023] A:0005 X:01C4 Y:0005 P:envmxdizc $86/8353 85 23 STA $23 [$00:0023] A:D9A3 X:01C4 Y:0005 P:eNvmxdizc $86/8355 E2 20 SEP #$20 A:D9A3 X:01C4 Y:0005 P:eNvmxdizc $86/8357 4C E8 81 JMP $81E8 [$86:81E8] A:D9A3 X:01C4 Y:0005 P:eNvMxdizc $86/835A 86 29 STX $29 [$00:0029] A:7691 X:0188 Y:0007 P:eNvMxdiZc $86/835C A6 3B LDX $3B [$00:003B] A:7691 X:0188 Y:0007 P:eNvMxdiZc $86/835E 4B PHK A:7691 X:0002 Y:0007 P:envMxdizc $86/835F AB PLB A:7691 X:0002 Y:0007 P:envMxdizc $86/8360 60 RTS A:7691 X:0002 Y:0007 P:eNvMxdizc
$86/8361 ?
$86/8361 DA PHX ; Buffer X and Y on stack $86/8362 5A PHY $86/8363 A4 3B LDY $3B [$00:003B] A:0E00 X:01A8 Y:0005 P:envMxdiZc $86/8365 C2 20 REP #$20 A:0E00 X:01A8 Y:003E P:envMxdizc $86/8367 A5 0C LDA $0C [$00:000C] A:0E00 X:01A8 Y:003E P:envmxdizc $86/8369 4A LSR A ; Div by 8 and multiply by #$100 - round down bits 0 to 2 and multiply by #$20 $86/836A 4A LSR A $86/836B 4A LSR A $86/836C EB XBA $86/836D 09 40 00 ORA #$0040 A:1200 X:01A8 Y:003E P:envmxdiZC $86/8370 8D 02 42 STA $4202 [$8B:4202] A:1240 X:01A8 Y:003E P:envmxdizC $86/8373 A5 0A LDA $0A [$00:000A] A:1240 X:01A8 Y:003E P:envmxdizC $86/8375 4A LSR A ; Div by #$10 $86/8376 4A LSR A $86/8377 4A LSR A $86/8378 4A LSR A $86/8379 18 CLC A:001C X:01A8 Y:003E P:envmxdizC $86/837A 6D 16 42 ADC $4216 [$8B:4216] A:001C X:01A8 Y:003E P:envmxdizc $86/837D AA TAX A:049C X:01A8 Y:003E P:envmxdizc $86/837E E2 20 SEP #$20 A:049C X:049C Y:003E P:envmxdizc $86/8380 A9 30 LDA #$30 A:049C X:049C Y:003E P:envMxdizc $86/8382 85 22 STA $22 [$00:0022] A:0430 X:049C Y:003E P:envMxdizc $86/8384 A9 08 LDA #$08 A:0430 X:049C Y:003E P:envMxdizc $86/8386 C5 0E CMP $0E [$00:000E] A:0408 X:049C Y:003E P:envMxdizc $86/8388 F0 50 BEQ $50 [$83DA] A:0408 X:049C Y:003E P:envMxdiZC
- Code is missing here
$86/83D5 A5 22 LDA $22 [$00:0022] A:0403 X:04DD Y:003E P:envMxdizc $86/83D7 7A PLY ; Restore Y and X and exit $86/83D8 FA PLX $86/83D9 60 RTS $86/83DA 20 10 84 JSR $8410 [$86:8410] A:0408 X:049C Y:003E P:envMxdiZC $86/83DD B0 F6 BCS $F6 ; [$83D5] Branch to the exit if carry is set $86/83DF A5 0A LDA $0A [$00:000A] A:0400 X:049C Y:003E P:envMxdizc $86/83E1 29 0F AND #$0F A:04CC X:049C Y:003E P:eNvMxdizc $86/83E3 C9 09 CMP #$09 A:040C X:049C Y:003E P:envMxdizc $86/83E5 90 07 BCC $07 [$83EE] A:040C X:049C Y:003E P:envMxdizC $86/83E7 E8 INX A:040C X:049C Y:003E P:envMxdizC $86/83E8 20 10 84 JSR $8410 [$86:8410] A:040C X:049D Y:003E P:envMxdizC $86/83EB B0 E8 BCS $E8 ; [$83D5] Branch to the exit if carry is set $86/83ED CA DEX A:0401 X:049D Y:003E P:envMxdizc $86/83EE A5 0C LDA $0C [$00:000C] A:0401 X:049C Y:003E P:envMxdizc $86/83F0 29 07 AND #$07 A:0497 X:049C Y:003E P:eNvMxdizc $86/83F2 F0 E1 BEQ $E1 [$83D5] A:0407 X:049C Y:003E P:envMxdizc $86/83F4 C2 21 REP #$21 A:0407 X:049C Y:003E P:envMxdizc $86/83F6 8A TXA A:0407 X:049C Y:003E P:envmxdizc $86/83F7 69 40 00 ADC #$0040 A:049C X:049C Y:003E P:envmxdizc $86/83FA AA TAX A:04DC X:049C Y:003E P:envmxdizc $86/83FB E2 20 SEP #$20 A:04DC X:04DC Y:003E P:envmxdizc $86/83FD 20 10 84 JSR $8410 [$86:8410] A:04DC X:04DC Y:003E P:envMxdizc $86/8400 B0 D3 BCS $D3 ; [$83D5] Branch to the exit if carry is set $86/8402 A5 0A LDA $0A [$00:000A] A:0400 X:04DC Y:003E P:envMxdizc $86/8404 29 0F AND #$0F A:04CC X:04DC Y:003E P:eNvMxdizc $86/8406 C9 09 CMP #$09 A:040C X:04DC Y:003E P:envMxdizc $86/8408 90 CB BCC $CB [$83D5] A:040C X:04DC Y:003E P:envMxdizC $86/840A E8 INX A:040C X:04DC Y:003E P:envMxdizC $86/840B 20 10 84 JSR $8410 [$86:8410] A:040C X:04DD Y:003E P:envMxdizC $86/840E 80 C5 BRA $C5 ; [$83D5] Branch to the exit
$86/8410 ?
Y contains the figures number
This subroutine sets or clears the carry depending on it's calculations' results. If the carry is set, the subroutine above gets ended
$86/8410 DA PHX A:0408 X:049C Y:003E P:envMxdiZC $86/8411 BF 00 80 7F LDA $7F8000,x[$7F:849C] A:0408 X:049C Y:003E P:envMxdiZC $86/8415 29 0F AND #$0F A:0450 X:049C Y:003E P:envMxdizC $86/8417 F0 43 BEQ $43 [$845C] A:0400 X:049C Y:003E P:envMxdiZC $86/8419 48 PHA A:0401 X:049D Y:003E P:envMxdizC $86/841A BF 00 B0 7F LDA $7FB000,x[$7F:B49D] A:0401 X:049D Y:003E P:envMxdizC $86/841E F0 3F BEQ $3F [$845F] A:0400 X:049D Y:003E P:envMxdiZC $86/8420 8D 02 42 STA $4202 [$8B:4202] A:0F12 X:0F5F Y:0010 P:envMxdizc $86/8423 A9 20 LDA #$20 A:0F12 X:0F5F Y:0010 P:envMxdizc $86/8425 8D 03 42 STA $4203 [$8B:4203] A:0F20 X:0F5F Y:0010 P:envMxdizc $86/8428 7B TDC A:0F20 X:0F5F Y:0010 P:envMxdizc $86/8429 BF 00 98 7F LDA $7F9800,x[$7F:A75F] A:0000 X:0F5F Y:0010 P:envMxdiZc $86/842D C2 21 REP #$21 A:0012 X:0F5F Y:0010 P:envMxdizc $86/842F DA PHX A:0012 X:0F5F Y:0010 P:envmxdizc $86/8430 6D 16 42 ADC $4216 [$8B:4216] A:0012 X:0F5F Y:0010 P:envmxdizc $86/8433 AA TAX A:0252 X:0F5F Y:0010 P:envmxdizc $86/8434 E2 20 SEP #$20 A:0252 X:0252 Y:0010 P:envmxdizc $86/8436 B9 84 0A LDA $0A84,y ; Load Height value the Figure is standing on $86/8439 4A LSR A ; Div by 2 (the value always is doubled?) $86/843A DF 00 C8 7F CMP $7FC800,x ; Compare with Step Map value $86/843E FA PLX A:0206 X:0252 Y:0010 P:envMxdiZC $86/843F 68 PLA A:0206 X:0F5F Y:0010 P:envMxdizC $86/8440 B0 1A BCS $1A ; [$845C] Branch if Height is higher than Step Map value $86/8442 C9 09 CMP #$09 A:0204 X:0DD7 Y:001A P:envMxdizc $86/8444 F0 26 BEQ $26 [$846C] A:0204 X:0DD7 Y:001A P:eNvMxdizc $86/8446 C9 0A CMP #$0A A:0204 X:0DD7 Y:001A P:eNvMxdizc $86/8448 F0 37 BEQ $37 [$8481] A:0204 X:0DD7 Y:001A P:eNvMxdizc $86/844A B9 43 09 LDA $0943,y[$8B:095D] A:0204 X:0DD7 Y:001A P:eNvMxdizc $86/844D DF 00 98 7F CMP $7F9800,x[$7F:A5D7] A:020D X:0DD7 Y:001A P:envMxdizc $86/8451 90 12 BCC $12 [$8465] A:020D X:0DD7 Y:001A P:envMxdizC $86/8453 B9 44 09 LDA $0944,y[$8B:095E] A:020D X:0DD7 Y:001A P:envMxdizC $86/8456 DF 00 B0 7F CMP $7FB000,x[$7F:BDD7] A:0215 X:0DD7 Y:001A P:envMxdizC $86/845A 90 09 BCC $09 [$8465] A:0215 X:0DD7 Y:001A P:envMxdizC $86/845C 18 CLC A:0400 X:049C Y:003E P:envMxdiZC $86/845D FA PLX A:0400 X:049C Y:003E P:envMxdiZc $86/845E 60 RTS A:0400 X:049C Y:003E P:envMxdizc $86/845F E2 20 SEP #$20 A:0400 X:049D Y:003E P:envMxdiZC $86/8461 68 PLA A:0400 X:049D Y:003E P:envMxdiZC $86/8462 FA PLX A:0401 X:049D Y:003E P:envMxdizC $86/8463 18 CLC A:0401 X:049D Y:003E P:envMxdizC $86/8464 60 RTS A:0401 X:049D Y:003E P:envMxdizc $86/8465 A9 20 LDA #$20 A:0211 X:0C98 Y:001C P:eNvMxdizc $86/8467 85 22 STA $22 [$00:0022] A:0220 X:0C98 Y:001C P:envMxdizc $86/8469 38 SEC A:0220 X:0C98 Y:001C P:envMxdizc $86/846A 80 F1 BRA $F1 ; [$845D] PLX, RTS $86/846C B9 43 09 LDA $0943,y[$8B:096B] A:0109 X:0AA2 Y:0028 P:envMxdiZC $86/846F 1A INC A A:010E X:0AA2 Y:0028 P:envMxdizC $86/8470 DF 00 98 7F CMP $7F9800,x[$7F:A2A2] A:010F X:0AA2 Y:0028 P:envMxdizC $86/8474 90 EF BCC $EF [$8465] A:010F X:0AA2 Y:0028 P:envMxdizC $86/8476 B9 44 09 LDA $0944,y[$8B:096C] A:010F X:0AA2 Y:0028 P:envMxdizC $86/8479 DF 00 B0 7F CMP $7FB000,x[$7F:BAA2] A:010B X:0AA2 Y:0028 P:envMxdizC $86/847D 90 E6 BCC $E6 [$8465] A:010B X:0AA2 Y:0028 P:envMxdizC $86/847F 80 DB BRA $DB ; [$845C] CLC, PLX, RTS $86/8481 B9 43 09 LDA $0943,y[$8B:0945] A:020A X:0D1E Y:0002 P:envMxdiZC $86/8484 DF 00 98 7F CMP $7F9800,x[$7F:A51E] A:0210 X:0D1E Y:0002 P:envMxdizC $86/8488 90 DB BCC $DB [$8465] A:0210 X:0D1E Y:0002 P:envMxdizC $86/848A B9 44 09 LDA $0944,y[$8B:0946] A:0210 X:0D1E Y:0002 P:envMxdizC $86/848D 1A INC A A:0210 X:0D1E Y:0002 P:envMxdizC $86/848E DF 00 B0 7F CMP $7FB000,x[$7F:BD1E] A:0211 X:0D1E Y:0002 P:envMxdizC $86/8492 90 D1 BCC $D1 [$8465] A:0211 X:0D1E Y:0002 P:envMxdizC $86/8494 80 C6 BRA $C6 ; [$845C] CLC, PLX, RTS
$86/8496 Check if more Sprites are needed and clear OAM entries for it
This seems to check if the program needs more, less or the same number of sprites in the next frame as it does in the current one.
$86/8496 A2 42 05 LDX #$0542 ; Load Number of free Sprites in OAM at $7E0100 $86/8499 A0 20 03 LDY #$0320 ; Test if OAM buffer at $320 is active or not $86/849C CC 45 05 CPY $0545 $86/849F D0 03 BNE $03 ; [$84A4] If $100 is active, keep X = #$0542, else... $86/84A1 A2 41 05 LDX #$0541 ; replace it with #$0541 $86/84A4 86 02 STX $02 ; Temp store it $86/84A6 7B TDC ; Clear 16-bit A $86/84A7 A5 2B LDA $2B ; Load number of free sprites $86/84A9 F0 28 BEQ $28 ; [$84D3] Exit if none is free $86/84AB 38 SEC $86/84AC F2 02 SBC ($02) ; Subtract the old value (in $0541 or $0542) $86/84AE 90 17 BCC $17 ; [$84C7] Branch if the number of needed sprites has decreased $86/84B0 F0 15 BEQ $15 ; [$84C7] Branch if the number of needed sprites is the same as before
If more sprites are needed
$86/84B2 A8 TAY ; Y contains the additional amount of sprites needed in this frame $86/84B3 A6 29 LDX $29 ; Load start point of OAM low table $86/84B5 C2 20 REP #$20 $86/84B7 A9 00 E8 LDA #$E800 ; Clear the additionally needed OAM Low Table entries $86/84BA 95 00 STA $00,x ; Sprite position: 0 to the left, appear at scanline 232 (outside the visible area) $86/84BC 74 02 STZ $02,x ; H/V flip, priority 2, palette 4 $86/84BE E8 INX ; Increment write index to point to the next entry's start $86/84BF E8 INX $86/84C0 E8 INX $86/84C1 E8 INX $86/84C2 88 DEY ; Decrement number of additionally needed sprite entries $86/84C3 D0 F5 BNE $F5 ; [$84BA] Loop until all of them are done $86/84C5 E2 20 SEP #$20
If less or the same number of sprites are needed
$86/84C7 A5 28 LDA $28 ; ??? Probably the number of used OAM entries (= sprites)? $86/84C9 C9 80 CMP #$80 ; ??? Are all sprites used(?) $86/84CB F0 06 BEQ $06 ; [$84D3] ??? Exit if equal $86/84CD 4A LSR A ; ??? $86/84CE 4A LSR A ; ??? $86/84CF 90 FC BCC $FC ; [$84CD] ??? $86/84D1 92 26 STA ($26) ; ??? $86/84D3 A5 2B LDA $2B ; Store number of free Sprites in $0541/$0542 $86/84D5 92 02 STA ($02) $86/84D7 60 RTS
$88/84D8 ?
$86/84D8 8B PHB ; Buffer Data Bank on Stack $86/84D9 A9 7E LDA #$7E ; Set Data Bank to $7E $86/84DB 48 PHA $86/84DC AB PLB $86/84DD A0 C4 BD LDY #$BDC4 ; Write "$0000" for #$80 bytes at $7E/BDC4 $86/84E0 A2 80 00 LDX #$0080 $86/84E3 7B TDC $86/84E4 C2 20 REP #$20 $86/84E6 22 C8 9D 80 JSL $809DC8 ; Long Jump to Write Empty Tilemap in WRAM $86/84EA E2 20 SEP #$20 A:0000 X:AD38 Y:BE44 P:eNvmxdIzc $86/84EC A0 03 00 LDY #$0003 A:0000 X:AD38 Y:BE44 P:eNvMxdIzc $86/84EF A2 79 00 LDX #$0079 A:0000 X:AD38 Y:0003 P:envMxdIzc $86/84F2 22 B6 A6 9B JSL $9BA6B6[$9B:A6B6] A:0000 X:0079 Y:0003 P:envMxdIzc $86/84F6 E8 INX A:0000 X:0079 Y:0003 P:envMxdIzc $86/84F7 88 DEY A:0000 X:007A Y:0003 P:envMxdIzc $86/84F8 D0 F8 BNE $F8 [$84F2] A:0000 X:007A Y:0002 P:envMxdIzc $86/84FA AB PLB ; Restore Data Bank on Stack $86/84FB 6B RTL
$86/9EA2 ?
$86/9EA2 BD AF 17 LDA $17AF,x[$86:17AF] A:0002 X:0000 Y:000A P:eNvMxdizc $86/9EA5 85 10 STA $10 [$00:0010] A:0001 X:0000 Y:000A P:envMxdizc $86/9EA7 BD 6E 1B LDA $1B6E,x[$86:1B6E] A:0001 X:0000 Y:000A P:envMxdizc $86/9EAA 85 0B STA $0B [$00:000B] A:0002 X:0000 Y:000A P:envMxdizc $86/9EAC BD C7 1D LDA $1DC7,x[$86:1DC7] A:0002 X:0000 Y:000A P:envMxdizc $86/9EAF 85 08 STA $08 [$00:0008] A:0001 X:0000 Y:000A P:envMxdizc $86/9EB1 BD 2E 1A LDA $1A2E,x[$86:1A2E] A:0001 X:0000 Y:000A P:envMxdizc $86/9EB4 4A LSR A A:0000 X:0000 Y:000A P:envMxdiZc $86/9EB5 85 09 STA $09 [$00:0009] A:0000 X:0000 Y:000A P:envMxdiZc $86/9EB7 7B TDC A:0000 X:0000 Y:000A P:envMxdiZc $86/9EB8 BD EE 1D LDA $1DEE,x ; Buffer Figure's Move Number $86/9EBB 85 02 STA $02 $86/9EBD 64 03 STZ $03 ; Clear "High Byte"
Turns the figure's position into the Map Offset
$86/9EBF 7B TDC ; Clear 16-bit A $86/9EC0 BD D7 1C LDA $1CD7,x ; Load Figure's Position (NE-SW-Axis) $86/9EC3 C2 20 REP #$20 ; A = 16-bit $86/9EC5 EB XBA ; Multiply by 20 $86/9EC6 4A LSR A $86/9EC7 4A LSR A $86/9EC8 4A LSR A $86/9EC9 E2 20 SEP #$20 ; A = 8-bit $86/9ECB 1D D6 1C ORA $1CD6,x ; Add the Figure's Position on the NW-SE-Axis $86/9ECE C2 20 REP #$20 $86/9ED0 0A ASL A ; Multiply by 2 $86/9ED1 85 0E STA $0E ; Store in $0E $86/9ED3 E2 20 SEP #$20 $86/9ED5 60 RTS
$86/9F35 ?
$86/9F35 8B PHB ; Buffer Data Bank on Stack $86/9F36 F4 00 7E PEA $7E00 ; Set Data Bank to $7E $86/9F39 AB PLB $86/9F3A AB PLB $86/9F3B 08 PHP ; Push Status Register $86/9F3C C2 20 REP #$20 ; A 16-bit $86/9F3E D4 00 PEI ($00) ; Buffer $00/1 on Stack $86/9F40 AD CA 16 LDA $16CA ; Load Width of the Map on the NE-SW-Axis $86/9F43 1A INC A ; A = (Width + 1) * #$40 $86/9F44 EB XBA $86/9F45 4A LSR A $86/9F46 4A LSR A $86/9F47 AA TAX ; Transfer in X - used as number of bytes to do $86/9F48 86 00 STX $00 ; Store in X $86/9F4A A9 FF FF LDA #$FFFF ; Write for X bytes "$FFFF" in $7E/D3DF $86/9F4D A0 DF D3 LDY #$D3DF $86/9F50 22 C8 9D 80 JSL $809DC8 ; Long Jump to Write Empty Tilemap in WRAM $86/9F54 A6 00 LDX $00 ; Write for X bytes "$FFFF" in $7E/DBDF $86/9F56 A9 FF FF LDA #$FFFF $86/9F59 A0 DF DB LDY #$DBDF $86/9F5C 22 C8 9D 80 JSL $809DC8 $86/9F60 A9 FF FF LDA #$FFFF ; Write for X bytes "$FFFF" in $7E/4800 $86/9F63 A0 00 48 LDY #$4800 $86/9F66 22 C8 9D 80 JSL $809DC8 $86/9F6A A6 00 LDX $00 ; Write for X bytes "$FFFF" in $7E/5000 $86/9F6C A9 FF FF LDA #$FFFF $86/9F6F A0 00 50 LDY #$5000 $86/9F72 22 C8 9D 80 JSL $809DC8 $86/9F76 68 PLA ; Restore $00/1 from Stack $86/9F77 85 00 STA $00 $86/9F79 28 PLP ; Pull Status Register $86/9F7A AB PLB ; Restore Data Bank $86/9F7B 60 RTS
Bank $88
$88/8000 ?
$88/8000 AE 47 05 LDX $0547 ; ??? ("Has-Joypad-inputs"-register?) $88/8003 F0 4F BEQ $4F ; [$8054] $88/8005 A5 A1 LDA $A1 [$00:00A1] A:0000 X:0101 Y:0004 P:enVMxdIzC $88/8007 89 81 BIT #$81 A:0000 X:0101 Y:0004 P:enVMxdIZC $88/8009 D0 00 BNE $00 ; [$800B] this line could be removed(?) $88/800B A2 00 00 LDX #$0000 ; Clear X (Joypad-Counter) $88/800E 7B TDC ; Clear 16-bit A $88/800F AD 5B 05 LDA $055B [$80:055B] A:0000 X:0000 Y:0004 P:enVMxdIZC $88/8012 29 7F AND #$7F A:0000 X:0000 Y:0004 P:enVMxdIZC $88/8014 F0 21 BEQ $21 [$8037] A:0000 X:0000 Y:0004 P:enVMxdIZC
Code is missing here
$88/8037 BD 47 05 LDA $0547,x ; ??? ("Has-Joypad-inputs"-register?) $88/803A F0 18 BEQ $18 ; [$8054] ??? Branch if there are no inputs? $88/803C 7B TDC ; Clear 16-bit A $88/803D 8A TXA ; Multiply 2 - from now on, every Joypad Entry is 2 bytes in size $88/803E 0A ASL A $88/803F AA TAX $88/8040 BC 49 05 LDY $0549,x ; Joypad x Inputs $88/8043 8C 61 05 STY $0561 $88/8046 BC 51 05 LDY $0551,x ; Last frame's Joypad x Inputs $88/8049 8C 63 05 STY $0563 $88/804C BC 4D 05 LDY $054D,x ; Joypad x held buttons $88/804F 8C 65 05 STY $0565 $88/8052 80 0C BRA $0C ; [$8060] Exit
- Code is missing here
$88/8060 6B RTL
$88/8061 ?
Joypad related
$88/8061 A5 A1 LDA $A1 [$00:00A1] A:0000 X:0002 Y:0004 P:enVMxdIZC $88/8063 89 81 BIT #$81 A:0080 X:0002 Y:0004 P:eNVMxdIzC $88/8065 D0 03 BNE $03 [$806A] A:0080 X:0002 Y:0004 P:eNVMxdIzC
- Code is missing here
$88/806A AD 47 05 LDA $0547 [$80:0547] A:0080 X:0002 Y:0004 P:eNVMxdIzC $88/806D F0 44 BEQ $44 [$80B3] A:0001 X:0002 Y:0004 P:enVMxdIzC $88/806F A5 A1 LDA $A1 [$00:00A1] A:0001 X:0002 Y:0004 P:enVMxdIzC $88/8071 89 02 BIT #$02 A:0080 X:0002 Y:0004 P:eNVMxdIzC $88/8073 D0 3E BNE $3E [$80B3] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/8075 89 08 BIT #$08 A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/8077 D0 24 BNE $24 [$809D] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/8079 A5 A1 LDA $A1 [$00:00A1] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/807B 89 01 BIT #$01 A:0080 X:0002 Y:0004 P:eNVMxdIzC $88/807D D0 09 BNE $09 [$8088] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/807F AD 5B 05 LDA $055B [$80:055B] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/8082 29 7F AND #$7F A:0000 X:0002 Y:0004 P:enVMxdIZC $88/8084 C9 00 CMP #$00 A:0000 X:0002 Y:0004 P:enVMxdIZC $88/8086 F0 2B BEQ $2B [$80B3] A:0000 X:0002 Y:0004 P:enVMxdIZC
- Code is missing here
$88/80B3 AD 48 05 LDA $0548 [$80:0548] A:0000 X:0002 Y:0004 P:enVMxdIZC $88/80B6 F0 3F BEQ $3F [$80F7] A:0001 X:0002 Y:0004 P:enVMxdIzC $88/80B8 A5 A1 LDA $A1 [$00:00A1] A:0001 X:0002 Y:0004 P:enVMxdIzC $88/80BA 89 04 BIT #$04 A:0080 X:0002 Y:0004 P:eNVMxdIzC $88/80BC D0 39 BNE $39 [$80F7] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/80BE 89 10 BIT #$10 A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/80C0 D0 1F BNE $1F [$80E1] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/80C2 A5 A1 LDA $A1 [$00:00A1] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/80C4 89 01 BIT #$01 A:0080 X:0002 Y:0004 P:eNVMxdIzC $88/80C6 D0 09 BNE $09 [$80D1] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/80C8 AD 5B 05 LDA $055B [$80:055B] A:0080 X:0002 Y:0004 P:eNVMxdIZC $88/80CB 29 7F AND #$7F A:0000 X:0002 Y:0004 P:enVMxdIZC $88/80CD C9 01 CMP #$01 A:0000 X:0002 Y:0004 P:enVMxdIZC $88/80CF F0 26 BEQ $26 [$80F7] A:0000 X:0002 Y:0004 P:eNVMxdIzc $88/80D1 20 08 81 JSR $8108 [$88:8108] A:0000 X:0002 Y:0004 P:eNVMxdIzc $88/80D4 B0 21 BCS $21 [$80F7] A:0001 X:0002 Y:0004 P:eNVMxdIzC
- Code is missing here
$88/80F7 6B RTL A:0001 X:0002 Y:0004 P:eNVMxdIzC
$88/8132 Input Delay
Used when the cursor is moved in battle. When you push a direction button, the cursor moves immediately one rhomb. If you keep on pushing in the same direction, the game has a certain delay until it moves the cursor on the next Rhomb. If you still keep on pushing, it goes on moving. You will have recognized that the delay between the first and second move is longer than the following moves. This whole stuff happens here.
This subroutine serves for the delay when you move the cursor one Rhomb that it doesn't move automatically to the next Rhomb in the next frame (= next split second).
$49 is the Cursor Speed Setting
$0559 Is the counter for the frames that you hold that button for the delay between the first and second move
$055A Is the counter for the frames that you hold that button for the delay after the second move
Keep in mind that $0559 gets COUNTED UP, $055A gets COUNTED DOWN.
$88/8132 AE 61 05 LDX $0561 ; Joypad Inputs - Copy $88/8135 EC 63 05 CPX $0563 ; Compare with Last frame's Joypad Inputs - Copy $88/8138 F0 07 BEQ $07 ; [$8141] Branch if Inputs haven't changed
- Code is missing here
$88/8141 7B TDC $88/8142 A5 49 LDA $49 ; Load the Cursor Speed Setting $88/8144 AA TAX ; Transfer to X, use as a Index on the Table for the Number of Delay Frames $88/8145 AD 59 05 LDA $0559 ; Load Number of Frames the button is hold $88/8148 DF 6D 81 88 CMP $88816D,x ; Compare with Table for the Number of Delay Frames $88/814C B0 04 BCS $04 ; [$8152] Branch if the delay has expired $88/814E EE 59 05 INC $0559 ; If not (yet), increment the Frame Counter and exit $88/8151 6B RTL $88/8152 AD 5A 05 LDA $055A ; Check if the After-Second-Movement-counter is empty $88/8155 F0 04 BEQ $04 ; [$815B] If it is, transfer Control Input and reset Counter $88/8157 CE 5A 05 DEC $055A ; If not, decrement After-Second-Movement-counter and exit $88/815A 6B RTL $88/815B AE 61 05 LDX $0561 ; Load actual Inputs $88/815E 8E 67 05 STX $0567 ; Transfer in Input-Register that get actually worked off. $88/8161 7B TDC ; Clear 16-bit A $88/8162 A5 49 LDA $49 ; Load the Cursor Speed Setting $88/8164 AA TAX ; Transfer to X, use as a Index on the Table for the Number of Delay Frames $88/8165 BF 70 81 88 LDA $888170,x ; Load Delay Value from Table for the Number of Delay Frames $88/8169 8D 5A 05 STA $055A ; Setup After-Second-Movement-counter $88/816C 6B RTL
$88/816D Table for the Number of Delay Frames
08 - Delay between first and second Cursor Move - SLOW 10 - Delay between first and second Cursor Move - MEDIUM 20 - Delay between first and second Cursor Move - FAST 02 - Delay after second Cursor Move - SLOW 04 - Delay after second Cursor Move - MEDIUM 06 - Delay after second Cursor Move - FAST
$88/9E40 ?
$88/9E40 8B PHB ; Preserve Program Bank $88/9E41 4B PHK $88/9E42 AB PLB $88/9E43 A0 00 A8 LDY #$A800 ; Setup write address for the Tilemap Rectangle Builder $88/9E46 84 20 STY $20 ; This time, it's the BG3 Buffer for the Battle Stats Menu $88/9E48 A9 7E LDA #$7E $88/9E4A 85 22 STA $22 $88/9E4C A9 08 LDA #$08 ; Tilemap Rectangle Builder: Number of Columns $88/9E4E 85 00 STA $00 $88/9E50 A9 04 LDA #$04 ; Tilemap Rectangle Builder: Number of Rows $88/9E52 85 02 STA $02 $88/9E54 A0 42 00 LDY #$0042 ; Where to write index: $42 Bytes after the buffer begin $88/9E57 A5 04 LDA $04 [$00:0004] A:2004 X:0000 Y:0042 P:envMxdizc $88/9E59 05 05 ORA $05 [$00:0005] A:2008 X:0000 Y:0042 P:envMxdizc $88/9E5B D0 09 BNE $09 [$9E66] A:2008 X:0000 Y:0042 P:envMxdizc
Code is missing here
$88/9E66 A2 9F 9E LDX #$9E9F A:2008 X:0000 Y:0042 P:envMxdizc $88/9E69 22 05 A4 80 JSL $80A405[$80:A405] A:2008 X:9E9F Y:0042 P:eNvMxdizc $88/9E6D A9 06 LDA #$06 ; Tilemap Rectangle Builder: Number of Columns $88/9E6F 85 00 STA $00 $88/9E71 A9 02 LDA #$02 ; Tilemap Rectangle Builder: Number of Rows $88/9E73 85 02 STA $02 $88/9E75 A0 B2 00 LDY #$00B2 A:0102 X:9EDF Y:0142 P:envMxdizc $88/9E78 A5 06 LDA $06 [$00:0006] A:0102 X:9EDF Y:00B2 P:envMxdizc $88/9E7A D0 09 BNE $09 [$9E85] A:0103 X:9EDF Y:00B2 P:envMxdizc
Code is missing here
$88/9E85 A2 DF 9E LDX #$9EDF A:0103 X:9EDF Y:00B2 P:envMxdizc $88/9E88 22 05 A4 80 JSL $80A405[$80:A405] A:0103 X:9EDF Y:00B2 P:eNvMxdizc $88/9E8C 22 EB 9E 80 JSL $809EEB ; VRAM DMA of the following data: $88/9E90 40 A8 7E Address: $7E/A840 $88/9E93 20 3C VRAM Address: $3C20 (Battle Stat Menu BG3 Tilemap + $20, skips the menu border tile line) $88/9E95 D2 00 Transfer $00D2 Bytes $88/9E97 22 D9 BA 82 JSL $82BAD9[$82:BAD9] A:A880 X:0200 Y:3C20 P:eNvMxdizc $88/9E9B AB PLB ; Restore Program Bank $88/9E9C 6B RTL
$88/A138 ?
X contains a Figure Number
$88/A138 BD AF 17 LDA $17AF,x[$84:17AF] A:0002 X:0000 Y:8A14 P:envMxdiZC $88/A13B EB XBA A:0001 X:0000 Y:8A14 P:envMxdizC $88/A13C BD AE 17 LDA $17AE,x ; Load Figure's Graphic Set Number $88/A13F DA PHX ; Push Figure Number on Stack $88/A140 48 PHA ; Push Graphic Set Number on Stack $88/A141 EB XBA A:0132 X:0000 Y:8A14 P:envMxdizC $88/A142 48 PHA A:3201 X:0000 Y:8A14 P:envMxdizC $88/A143 7B TDC ; Clear 16-bit A $88/A144 A3 02 LDA $02,s ; Load Graphic Set Number $88/A146 AA TAX ; Transfer it in X as Load Index $88/A147 BF 02 A7 88 LDA $88A702,x[$88:A734] A:0032 X:0032 Y:8A14 P:envMxdizC $88/A14B C9 FF CMP #$FF A:001F X:0032 Y:8A14 P:envMxdizC $88/A14D D0 04 BNE $04 [$A153] A:001F X:0032 Y:8A14 P:envMxdizc
Code is missing here
$88/A153 68 PLA ; ??? $88/A154 68 PLA ; Remove Graphic Set Number from Stack $88/A155 FA PLX ; Remove Figure Number from Stack $88/A156 6B RTL
$88/AAD2 List?
These Values are transfered to $7E17AF,X. These are values for Battle figures.
00 - Entry #$00 01 - Entry #$01 02 - Entry #$02 03 - Entry #$03 04 - Entry #$04 05 - Entry #$05 06 - Entry #$06 07 - Entry #$07 08 - Entry #$08 09 - Entry #$09 0A - Entry #$0A 0B - Entry #$0B 0C - Entry #$0C 0D - Entry #$0D 0E - Entry #$0E 0F - Entry #$0F 10 - Entry #$10 11 - Entry #$11 12 - Entry #$12 13 - Entry #$13 14 - Entry #$14 15 - Entry #$15 16 - Entry #$16 17 - Entry #$17 18 - Entry #$18 19 - Entry #$19 1A - Entry #$1A 1B - Entry #$1B 1C - Entry #$1C 1D - Entry #$1D 1E - Entry #$1E 1F - Entry #$1F 20 - Entry #$20 21 - Entry #$21 22 - Entry #$22 23 - Entry #$23 24 - Entry #$24 25 - Entry #$25 26 - Entry #$26 27 - Entry #$27 28 - Entry #$28 29 - Entry #$29 2A - Entry #$2A 2B - Entry #$2B 2C - Entry #$2C 2D - Entry #$2D 2E - Entry #$2E 2F - Entry #$2F 6C - Entry #$30 31 - Entry #$31 FF - Entry #$32 33 - Entry #$33 34 - Entry #$34 35 - Entry #$35 36 - Entry #$36 37 - Entry #$37 38 - Entry #$38 39 - Entry #$39 3A - Entry #$3A 3B - Entry #$3B 3C - Entry #$3C 3D - Entry #$3D 3E - Entry #$3E 3F - Entry #$3F 40 - Entry #$40 41 - Entry #$41 42 - Entry #$42 43 - Entry #$43 44 - Entry #$44 45 - Entry #$45 46 - Entry #$46 47 - Entry #$47 48 - Entry #$48 49 - Entry #$49 4A - Entry #$4A 02 - Entry #$4B 0E - Entry #$4C 0F - Entry #$4D 12 - Entry #$4E 15 - Entry #$4F 0B - Entry #$50 05 - Entry #$51 02 - Entry #$52 09 - Entry #$53 10 - Entry #$54 11 - Entry #$55 06 - Entry #$56 03 - Entry #$57 04 - Entry #$58 15 - Entry #$59 0A - Entry #$5A 05 - Entry #$5B 02 - Entry #$5C 5D - Entry #$5D 5E - Entry #$5E 5F - Entry #$5F 60 - Entry #$60 61 - Entry #$61 62 - Entry #$62 63 - Entry #$63 64 - Entry #$64 65 - Entry #$65 66 - Entry #$66 67 - Entry #$67 68 - Entry #$68 69 - Entry #$69 6A - Entry #$6A 6B - Entry #$6B 6C - Entry #$6C 6D - Entry #$6D 6E - Entry #$6E 6F - Entry #$6F
Data to be formated: 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F 80 81 82 83 84 85 86 87 88 89 8A 8B 8C 8D 8E 8F 90 03 02 09 13 10 02 14 03 02 02 08 27 27 07 02 03 0F 09 09 10 07 04 14 28 28 09 0F 02 09 19 12 13 05 02 03 02 04 02 0B 15 09 19 07 04 09 0A 06 0D 08 05 11 04 02 02 0B 0D 03 05 03 0C 2E 0C 00
Bank $89
$89/B62A ?
During the new game creation process, this is executed when one of these artworks gets loaded
$89/B62A 22 EB 9E 80 JSL $809EEB ; VRAM DMA of the following data: $89/B62E 80 F1 7F Address: $7F/F180 $89/B631 C0 7E VRAM Address: $7EC0 $89/B633 00 01 Transfer $0100 Bytes $89/B635 60 RTS
$89/BE00 ?
During the new game creation process, this is executed when one of the Goddesses' artworks gets loaded
This sets the BG2 tilemap (which is the artwork of the figure)
$89/BE00 A2 80 ED LDX #$ED80 ; Set up data transfer to $7FED80 - BG2 Tilemap Buffer $89/BE03 86 20 STX $20 $89/BE05 A9 7F LDA #$7F $89/BE07 85 22 STA $22 $89/BE09 A6 DF LDX $DF [$00:00DF] A:FF7F X:ED80 Y:61D7 P:envMxdizC $89/BE0B 7B TDC ; Clear 16-bit A $89/BE0C BD 27 00 LDA $0027,x[$7E:2027] A:0000 X:2000 Y:61D7 P:envMxdiZC $89/BE0F EB XBA ; Multiply value by #$0400 and set A to 16-bit $89/BE10 C2 20 REP #$20 $89/BE12 0A ASL A $89/BE13 0A ASL A $89/BE14 65 5C ADC $5C [$00:005C] A:0800 X:2000 Y:61D7 P:envmxdizc $89/BE16 AA TAX A:59D7 X:2000 Y:61D7 P:envmxdizc $89/BE17 E2 20 SEP #$20 A:59D7 X:59D7 Y:61D7 P:envmxdizc $89/BE19 A9 7E LDA #$7E $89/BE1B A0 00 04 LDY #$0400 ; Transfer $0400 Byte $89/BE1E 22 33 8D 9A JSL $9A8D33 ; Transfer Data from $7E/59D7 to $7F/ED80 $89/BE22 A9 80 LDA #$80 ; VRAM transfer settings ($2115) $89/BE24 85 0E STA $0E $89/BE26 A2 00 04 LDX #$0400 ; Number of Bytes to transfer: #$400 $89/BE29 86 0C STX $0C $89/BE2B A0 C0 7C LDY #$7CC0 ; VRAM Destination $7CC0 $89/BE2E A2 80 ED LDX #$ED80 ; Source Address: $7F/ED80 $89/BE31 A9 7F LDA #$7F $89/BE33 22 24 9F 80 JSL $809F24 ; VRAM DMA $89/BE37 60 RTS
Bank $8F
$8F/8000 CENTRAL SOUND JUMP TABLE
$8F/8000 4C 0F 80 JMP $800F [$8F:800F] A:0001 X:8069 Y:2000 P:envMxdIzc $8F/8003 4C 8E 80 JMP $808E [$8F:808E] A:0021 X:05DD Y:0004 P:envMxdIzc
$8F/800C 4C 10 84 JMP $8410 [$8F:8410] A:A100 X:05DD Y:0004 P:envMxdIZc
$8F/800F 08 PHP ; Buffer Status Register and Data Bank on Stack $8F/8010 8B PHB $8F/8011 4B PHK ; Set Data Bank to $8F $8F/8012 AB PLB $8F/8013 E2 20 SEP #$20 A:0001 X:8069 Y:2000 P:eNvMxdIzc $8F/8015 C2 10 REP #$10 A:0001 X:8069 Y:2000 P:eNvMxdIzc $8F/8017 A0 00 00 LDY #$0000 A:0001 X:8069 Y:2000 P:eNvMxdIzc $8F/801A A9 FF LDA #$FF A:0001 X:8069 Y:0000 P:envMxdIZc $8F/801C 85 F4 STA $F4 [$00:00F4] A:00FF X:8069 Y:0000 P:eNvMxdIzc $8F/801E 85 F9 STA $F9 [$00:00F9] A:00FF X:8069 Y:0000 P:eNvMxdIzc $8F/8020 A2 AA BB LDX #$BBAA A:00FF X:8069 Y:0000 P:eNvMxdIzc $8F/8023 EC 40 21 CPX $2140 [$8F:2140] A:00FF X:BBAA Y:0000 P:eNvMxdIzc $8F/8026 F0 05 BEQ $05 [$802D] A:00FF X:BBAA Y:0000 P:eNvMxdIzC $8F/8028 88 DEY A:00FF X:BBAA Y:0000 P:eNvMxdIzC $8F/8029 D0 EF BNE $EF [$801A] A:00FF X:BBAA Y:FFFF P:eNvMxdIzC $8F/802B 80 54 BRA $54 [$8081] A:00FF X:BBAA Y:0000 P:envMxdIZC
- Code is missing here
$8F/8081 E2 20 SEP #$20 A:00FF X:BBAA Y:0000 P:envMxdIZC $8F/8083 AD 43 21 LDA $2143 [$8F:2143] A:00FF X:BBAA Y:0000 P:envMxdIZC $8F/8086 85 FA STA $FA [$00:00FA] A:0036 X:BBAA Y:0000 P:envMxdIzC $8F/8088 64 F9 STZ $F9 [$00:00F9] A:0036 X:BBAA Y:0000 P:envMxdIzC $8F/808A AB PLB A:0036 X:BBAA Y:0000 P:envMxdIzC $8F/808B 28 PLP A:0036 X:BBAA Y:0000 P:envMxdIZC $8F/808C 38 SEC A:0036 X:BBAA Y:0000 P:envMxdIzc $8F/808D 6B RTL A:0036 X:BBAA Y:0000 P:envMxdIzC
$8F/808E 08 PHP A:0021 X:05DD Y:0004 P:envMxdIzc $8F/808F 8B PHB A:0021 X:05DD Y:0004 P:envMxdIzc $8F/8090 4B PHK A:0021 X:05DD Y:0004 P:envMxdIzc $8F/8091 AB PLB A:0021 X:05DD Y:0004 P:envMxdIzc $8F/8092 E2 30 SEP #$30 A:0021 X:05DD Y:0004 P:eNvMxdIzc $8F/8094 0A ASL A A:0021 X:00DD Y:0004 P:eNvMXdIzc $8F/8095 AA TAX A:0042 X:00DD Y:0004 P:envMXdIzc $8F/8096 C2 10 REP #$10 A:0042 X:0042 Y:0004 P:envMXdIzc $8F/8098 BC BD 80 LDY $80BD,x[$8F:80FF] A:0042 X:0042 Y:0004 P:envMxdIzc $8F/809B 5A PHY A:0042 X:0042 Y:9E57 P:eNvMxdIzc $8F/809C A9 FF LDA #$FF A:0042 X:0042 Y:9E57 P:eNvMxdIzc $8F/809E 85 F9 STA $F9 [$00:00F9] A:00FF X:0042 Y:9E57 P:eNvMxdIzc $8F/80A0 85 F4 STA $F4 [$00:00F4] A:00FF X:0042 Y:9E57 P:eNvMxdIzc $8F/80A2 A9 FC LDA #$FC A:00FF X:0042 Y:9E57 P:eNvMxdIzc $8F/80A4 85 F5 STA $F5 [$00:00F5] A:00FC X:0042 Y:9E57 P:eNvMxdIzc $8F/80A6 22 CE 83 8F JSL $8F83CE[$8F:83CE] A:00FC X:0042 Y:9E57 P:eNvMxdIzc $8F/80AA B0 F6 BCS $F6 [$80A2] A:0000 X:0042 Y:9E57 P:envMxdIZC $8F/80AC A0 CC 33 LDY #$33CC A:0039 X:0042 Y:9E57 P:envMxdIzc $8F/80AF CC 40 21 CPY $2140 [$8F:2140] A:0039 X:0042 Y:33CC P:envMxdIzc $8F/80B2 D0 F8 BNE $F8 [$80AC] A:0039 X:0042 Y:33CC P:envMxdIzC $8F/80B4 7A PLY A:0039 X:0042 Y:33CC P:envMxdIzC $8F/80B5 20 08 83 JSR $8308 [$8F:8308] A:0039 X:0042 Y:9E57 P:eNvMxdIzC $8F/80B8 64 F9 STZ $F9 [$00:00F9] A:0002 X:33CC Y:9E7A P:envMxdIzC $8F/80BA AB PLB A:0002 X:33CC Y:9E7A P:envMxdIzC $8F/80BB 28 PLP A:0002 X:33CC Y:9E7A P:eNvMxdIzC $8F/80BC 6B RTL A:0002 X:33CC Y:9E7A P:envMxdIzc
$8F/8308 84 02 STY $02 [$00:0002] A:0039 X:0042 Y:9E57 P:eNvMxdIzC $8F/830A 64 FF STZ $FF [$00:00FF] A:0039 X:0042 Y:9E57 P:eNvMxdIzC $8F/830C 64 FD STZ $FD [$00:00FD] A:0039 X:0042 Y:9E57 P:eNvMxdIzC $8F/830E 64 FE STZ $FE [$00:00FE] A:0039 X:0042 Y:9E57 P:eNvMxdIzC $8F/8310 64 FB STZ $FB [$00:00FB] A:0039 X:0042 Y:9E57 P:eNvMxdIzC $8F/8312 64 FC STZ $FC [$00:00FC] A:0039 X:0042 Y:9E57 P:eNvMxdIzC $8F/8314 A9 80 LDA #$80 A:0039 X:0042 Y:9E57 P:eNvMxdIzC $8F/8316 85 F9 STA $F9 [$00:00F9] A:0080 X:0042 Y:9E57 P:eNvMxdIzC $8F/8318 8B PHB A:0080 X:0042 Y:9E57 P:eNvMxdIzC $8F/8319 A4 02 LDY $02 [$00:0002] A:0080 X:0042 Y:9E57 P:eNvMxdIzC $8F/831B 84 04 STY $04 [$00:0004] A:0080 X:0042 Y:9E57 P:eNvMxdIzC $8F/831D C2 20 REP #$20 A:0080 X:0042 Y:9E57 P:eNvMxdIzC $8F/831F B9 00 00 LDA $0000,y[$8F:9E57] A:0080 X:0042 Y:9E57 P:eNvmxdIzC $8F/8322 8D 42 21 STA $2142 [$8F:2142] A:0280 X:0042 Y:9E57 P:envmxdIzC $8F/8325 F0 6C BEQ $6C [$8393] A:0280 X:0042 Y:9E57 P:envmxdIzC $8F/8327 E2 20 SEP #$20 A:0280 X:0042 Y:9E57 P:envmxdIzC $8F/8329 A9 AA LDA #$AA A:0280 X:0042 Y:9E57 P:envMxdIzC $8F/832B 8D 40 21 STA $2140 [$8F:2140] A:02AA X:0042 Y:9E57 P:eNvMxdIzC $8F/832E AD 40 21 LDA $2140 [$8F:2140] A:02AA X:0042 Y:9E57 P:eNvMxdIzC $8F/8331 C9 01 CMP #$01 A:02AA X:0042 Y:9E57 P:eNvMxdIzC $8F/8333 D0 E8 BNE $E8 [$831D] A:02AA X:0042 Y:9E57 P:eNvMxdIzC $8F/8335 C8 INY A:02AA X:0042 Y:9E57 P:eNvMxdIzC $8F/8336 C8 INY A:02AA X:0042 Y:9E58 P:eNvMxdIzC $8F/8337 C2 20 REP #$20 A:02AA X:0042 Y:9E59 P:eNvMxdIzC $8F/8339 B9 00 00 LDA $0000,y[$8F:9E59] A:02AA X:0042 Y:9E59 P:eNvmxdIzC $8F/833C 85 06 STA $06 [$00:0006] A:A0B1 X:0042 Y:9E59 P:eNvmxdIzC $8F/833E C8 INY A:A0B1 X:0042 Y:9E59 P:eNvmxdIzC $8F/833F C8 INY A:A0B1 X:0042 Y:9E5A P:eNvmxdIzC $8F/8340 B9 00 00 LDA $0000,y[$8F:9E5B] A:A0B1 X:0042 Y:9E5B P:eNvmxdIzC $8F/8343 48 PHA A:A075 X:0042 Y:9E5B P:eNvmxdIzC $8F/8344 C8 INY A:A075 X:0042 Y:9E5B P:eNvmxdIzC $8F/8345 C8 INY A:A075 X:0042 Y:9E5C P:eNvmxdIzC $8F/8346 E2 20 SEP #$20 A:A075 X:0042 Y:9E5D P:eNvmxdIzC $8F/8348 B9 00 00 LDA $0000,y[$8F:9E5D] A:A075 X:0042 Y:9E5D P:eNvMxdIzC $8F/834B 48 PHA A:A08F X:0042 Y:9E5D P:eNvMxdIzC $8F/834C C8 INY A:A08F X:0042 Y:9E5D P:eNvMxdIzC $8F/834D 84 02 STY $02 [$00:0002] A:A08F X:0042 Y:9E5E P:eNvMxdIzC $8F/834F AB PLB A:A08F X:0042 Y:9E5E P:eNvMxdIzC $8F/8350 7A PLY A:A08F X:0042 Y:9E5E P:eNvMxdIzC $8F/8351 A9 01 LDA #$01 A:A08F X:0042 Y:A075 P:eNvMxdIzC $8F/8353 BE 00 00 LDX $0000,y[$8F:A075] A:A001 X:0042 Y:A075 P:envMxdIzC $8F/8356 8E 42 21 STX $2142 [$8F:2142] A:A001 X:3960 Y:A075 P:envMxdIzC $8F/8359 8D 40 21 STA $2140 [$8F:2140] A:A001 X:3960 Y:A075 P:envMxdIzC $8F/835C 1A INC A A:A001 X:3960 Y:A075 P:envMxdIzC $8F/835D 10 02 BPL $02 [$8361] A:A002 X:3960 Y:A075 P:envMxdIzC
- code is missing here
$8F/8361 C8 INY A:A002 X:3960 Y:A075 P:envMxdIzC $8F/8362 C8 INY A:A002 X:3960 Y:A076 P:eNvMxdIzC $8F/8363 A6 FD LDX $FD [$00:00FD] A:A002 X:3960 Y:A077 P:eNvMxdIzC $8F/8365 D0 1F BNE $1F [$8386] A:A002 X:0000 Y:A077 P:envMxdIZC $8F/8367 CD 40 21 CMP $2140 [$8F:2140] A:A002 X:0000 Y:A077 P:envMxdIZC $8F/836A D0 F7 BNE $F7 [$8363] A:A002 X:0000 Y:A077 P:envMxdIzC $8F/836C C4 06 CPY $06 [$00:0006] A:A002 X:0000 Y:A077 P:envMxdIzC $8F/836E D0 E3 BNE $E3 [$8353] A:A002 X:0000 Y:A077 P:eNvMxdIzc $8F/8370 AB PLB A:A01F X:0000 Y:A0B1 P:envMxdIZC $8F/8371 A9 66 LDA #$66 A:A01F X:0000 Y:A0B1 P:eNvMxdIzC $8F/8373 8D 41 21 STA $2141 [$8F:2141] A:A066 X:0000 Y:A0B1 P:envMxdIzC $8F/8376 A9 99 LDA #$99 A:A066 X:0000 Y:A0B1 P:envMxdIzC $8F/8378 8D 40 21 STA $2140 [$8F:2140] A:A099 X:0000 Y:A0B1 P:eNvMxdIzC $8F/837B A2 CC 33 LDX #$33CC A:A099 X:0000 Y:A0B1 P:eNvMxdIzC $8F/837E EC 40 21 CPX $2140 [$8F:2140] A:A099 X:33CC Y:A0B1 P:envMxdIzC $8F/8381 D0 EE BNE $EE [$8371] A:A099 X:33CC Y:A0B1 P:eNvMxdIzc $8F/8383 82 92 FF BRL $FF92 [$8318] A:A099 X:33CC Y:A0B1 P:eNvMxdIzc $8F/835F A9 01 LDA #$01 A:BC80 X:EF32 Y:BD43 P:eNvMxdIzc $8F/8393 E2 20 SEP #$20 A:0000 X:33CC Y:9E7A P:envmxdIZc $8F/8395 AB PLB A:0000 X:33CC Y:9E7A P:envMxdIZc $8F/8396 A9 AA LDA #$AA A:0000 X:33CC Y:9E7A P:eNvMxdIzc $8F/8398 8D 40 21 STA $2140 [$8F:2140] A:00AA X:33CC Y:9E7A P:eNvMxdIzc $8F/839B A9 01 LDA #$01 A:00AA X:33CC Y:9E7A P:eNvMxdIzc $8F/839D CD 40 21 CMP $2140 [$8F:2140] A:0001 X:33CC Y:9E7A P:envMxdIzc $8F/83A0 D0 F4 BNE $F4 [$8396] A:0001 X:33CC Y:9E7A P:envMxdIzc $8F/83A2 CD 43 21 CMP $2143 [$8F:2143] A:0001 X:33CC Y:9E7A P:envMxdIzc $8F/83A5 D0 EF BNE $EF [$8396] A:0001 X:33CC Y:9E7A P:envMxdIzC $8F/83A7 9C 40 21 STZ $2140 [$8F:2140] A:0001 X:33CC Y:9E7A P:envMxdIzC $8F/83AA 9C 41 21 STZ $2141 [$8F:2141] A:0001 X:33CC Y:9E7A P:envMxdIzC $8F/83AD 9C 42 21 STZ $2142 [$8F:2142] A:0001 X:33CC Y:9E7A P:envMxdIzC $8F/83B0 A9 02 LDA #$02 A:0001 X:33CC Y:9E7A P:envMxdIzC $8F/83B2 85 FA STA $FA [$00:00FA] A:0002 X:33CC Y:9E7A P:envMxdIzC $8F/83B4 8D 43 21 STA $2143 [$8F:2143] A:0002 X:33CC Y:9E7A P:envMxdIzC $8F/83B7 CD 43 21 CMP $2143 [$8F:2143] A:0002 X:33CC Y:9E7A P:envMxdIzC $8F/83BA F0 0C BEQ $0C [$83C8] A:0002 X:33CC Y:9E7A P:envMxdIZC
- code is missing here
$8F/83C8 E6 FA INC $FA [$00:00FA] A:0002 X:33CC Y:9E7A P:envMxdIZC $8F/83CA 9C 42 21 STZ $2142 [$8F:2142] A:0002 X:33CC Y:9E7A P:envMxdIzC $8F/83CD 60 RTS A:0002 X:33CC Y:9E7A P:envMxdIzC
$8F/83DB C5 FA CMP $FA ; ??? $8F/83DD D0 2B BNE $2B [$840A] $8F/83DF A5 F5 LDA $F5 $8F/83E1 05 F6 ORA $F6 $8F/83E3 05 F7 ORA $F7 $8F/83E5 F0 21 BEQ $21 ; If $F5/$F6/$F7 are empty, exit $8F/83E7 A5 F5 LDA $F5 ; Transfer buffer to $2140 $8F/83E9 8D 40 21 STA $2140 $8F/83EC A5 F6 LDA $F6 ; Transfer buffer to $2141 $8F/83EE 8D 41 21 STA $2141 $8F/83F1 A5 F7 LDA $F7 ; Transfer buffer to $2142 $8F/83F3 8D 42 21 STA $2142 $8F/83F6 64 F5 STZ $F5 ; Clear buffers $F5, $F6 and $F7 $8F/83F8 64 F6 STZ $F6 $8F/83FA 64 F7 STZ $F7 $8F/83FC A5 FA LDA $FA ; Transfer buffer to $2143 $8F/83FE 8D 43 21 STA $2143 $8F/8401 1A INC A ; Increment $FA value $8F/8402 29 7F AND #$7F ; If it turned #$80 ==> #$00 $8F/8404 F0 FB BEQ $FB ; If #$00 ==> Increment again $8F/8406 85 FA STA $FA ; Store back in $FA $8F/8408 18 CLC ; ??? $8F/8409 6B RTL
$8F/8410 08 PHP ; Buffer Status register $8F/8411 8B PHB ; Buffer Data Bank $8F/8412 4B PHK ; Set Data Bank to $8F $8F/8413 AB PLB $8F/8414 E2 20 SEP #$20 A:A100 X:05DD Y:0004 P:eNvMxdIzc $8F/8416 A5 F9 LDA $F9 [$00:00F9] A:A100 X:05DD Y:0004 P:eNvMxdIzc $8F/8418 30 0F BMI $0F [$8429] A:A100 X:05DD Y:0004 P:envMxdIZc $8F/841A F0 06 BEQ $06 [$8422] A:A100 X:05DD Y:0004 P:envMxdIZc
- code is missing here
$8F/8422 22 CE 83 8F JSL $8F83CE[$8F:83CE] A:A100 X:05DD Y:0004 P:envMxdIZc $8F/8426 AB PLB ; Restore Data Bank and Status Register $8F/8427 28 PLP $8F/8428 6B RTL
- code is missing here
$8F/844E SPC Sound Program
See Tactics_Ogre:SPC_Sound_Program
Bank $99
$99/8001 ?
Executed while loading the Title Demo
$99/8001 AA TAX A:0000 X:05ED Y:0000 P:envMxdiZc $99/8002 86 00 STX $00 [$00:0000] A:0000 X:0000 Y:0000 P:envMxdiZc $99/8004 8B PHB ; Buffer Data Bank on Stack $99/8005 4B PHK ; Set Data Bank to $99 $99/8006 AB PLB $99/8007 A6 00 LDX $00 [$00:0000] A:0000 X:0000 Y:0000 P:eNvMxdizc $99/8009 DA PHX A:0000 X:0000 Y:0000 P:envMxdiZc $99/800A 22 C4 F3 81 JSL $81F3C4 ; Fade Screen Out $99/800E 22 4A A1 80 JSL $80A14A ; Long Jump to Deactivate NMI, Auto-Joypad and HDMAs $99/8012 22 45 B5 80 JSL $80B545 ; Long Jump to Clear Graphic Setup Registers $99/8016 A5 59 LDA $59 ; Buffer $59 on Stack $99/8018 48 PHA $99/8019 D4 5C PEI ($5C) ; Buffer $5A-5F on Stack $99/801B D4 5A PEI ($5A) $99/801D D4 5E PEI ($5E) $99/801F 22 C5 B5 80 JSL $80B5C5[$80:B5C5] A:0000 X:0000 Y:0000 P:envMxdiZc $99/8023 FA PLX ; Restore $59-$5F from Stack $99/8024 86 5E STX $5E $99/8026 FA PLX $99/8027 86 5A STX $5A $99/8029 FA PLX $99/802A 86 5C STX $5C $99/802C 68 PLA $99/802D 85 59 STA $59 $99/802F C2 20 REP #$20 ; CLEAR WHOLE VRAM: $99/8031 A9 00 00 LDA #$0000 ; Number of Bytes for VRAM Clear DMA: #$(1)0000 $99/8034 8F 05 43 00 STA $004305 $99/8038 E2 20 SEP #$20 $99/803A A9 81 LDA #$81 ; Source Address for the Clear Byte for the VRAM Clear: $81/F3A4 $99/803C A2 A4 F3 LDX #$F3A4 $99/803F A0 00 00 LDY #$0000 ; VRAM Start Address $99/8042 22 81 9D 80 JSL $809D81 ; Long Jump to VRAM Clear $99/8046 22 67 AE 9D JSL $9DAE67[$9D:AE67] A:0001 X:F3A4 Y:0000 P:eNvMxdizC $99/804A A9 00 LDA #$00 A:0000 X:F3A4 Y:0000 P:envMxdiZC $99/804C 22 A5 9B 9B JSL $9B9BA5 ; (Decompress and) Transfer graphic data sets to VRAM $99/8050 A9 03 LDA #$03 A:FFFF X:0500 Y:9C60 P:eNvMxdizC $99/8052 85 A4 STA $A4 [$00:00A4] A:FF03 X:0500 Y:9C60 P:envMxdizC $99/8054 A9 00 LDA #$00 A:FF03 X:0500 Y:9C60 P:envMxdizC $99/8056 85 A5 STA $A5 [$00:00A5] A:FF00 X:0500 Y:9C60 P:envMxdiZC $99/8058 A9 00 LDA #$00 A:FF00 X:0500 Y:9C60 P:envMxdiZC $99/805A 22 A4 9C 9B JSL $9B9CA4[$9B:9CA4] A:FF00 X:0500 Y:9C60 P:envMxdiZC $99/805E 22 3B A1 80 JSL $80A13B[$80:A13B] A:1200 X:124B Y:0200 P:eNvMxdizc $99/8062 9C 0C 42 STZ $420C ; Deactivate HDMAs $99/8065 9C B0 05 STZ $05B0 ; Clear Buffer for the HDMA flags $99/8068 22 00 80 86 JSL $868000[$86:8000] A:1200 X:124B Y:0200 P:eNvMxdizc $99/806C A2 FF FF LDX #$FFFF A:FFFF X:FFFE Y:0200 P:eNvMxdizc $99/806F 8E 3D 00 STX $003D [$99:003D] A:FFFF X:FFFF Y:0200 P:eNvMxdizc $99/8072 22 01 BE 9E JSL $9EBE01 ; Long Jump to Clear OAM Buffers $99/8076 FA PLX A:FF00 X:0100 Y:0020 P:envMxdizC $99/8077 DA PHX A:FF00 X:0000 Y:0020 P:envMxdiZC $99/8078 20 85 D7 JSR $D785 [$99:D785] A:FF00 X:0000 Y:0020 P:envMxdiZC $99/807B 22 4B 9F 9E JSL $9E9F4B[$9E:9F4B] A:0103 X:2000 Y:0001 P:eNvMxdizc $99/807F 22 60 81 99 JSL $998160[$99:8160] A:00FF X:0040 Y:0001 P:eNvMxdizC $99/8083 B0 1A BCS $1A [$809F] A:00FF X:0040 Y:0001 P:envMxdizC
- Code is missing here
$99/809F 22 D8 84 86 JSL $8684D8[$86:84D8] A:00FF X:0040 Y:0001 P:envMxdizC $99/80A3 22 AC FA 82 JSL $82FAAC[$82:FAAC] A:0000 X:007C Y:0000 P:eNvMxdizc $99/80A7 22 36 F9 82 JSL $82F936[$82:F936] A:1200 X:12CB Y:0017 P:eNvMxdizc $99/80AB 22 25 DE 82 JSL $82DE25 ; ??? (Load new Map?) $99/80AF 22 93 E0 82 JSL $82E093[$82:E093] A:0000 X:1F1F Y:0387 P:eNvMxdizC $99/80B3 22 75 89 80 JSL $808975[$80:8975] A:101F X:001F Y:0001 P:eNvMxdizC $99/80B7 22 C5 80 99 JSL $9980C5[$99:80C5] A:0700 X:0028 Y:7BA0 P:eNvMxdizc $99/80BB 22 27 A1 80 JSL $80A127 ; Long Jump to Activate NMI and Auto-Joypad Read $99/80BF 9C 38 00 STZ $0038 [$99:0038] A:0081 X:0000 Y:0020 P:eNvMxdizc $99/80C2 FA PLX A:0081 X:0000 Y:0020 P:eNvMxdizc $99/80C3 AB PLB A:0081 X:0000 Y:0020 P:envMxdiZc $99/80C4 6B RTL A:0081 X:0000 Y:0020 P:eNvMxdizc
$99/80C5 ?
$99/80C5 22 31 84 85 JSL $858431[$85:8431] A:0700 X:0028 Y:7BA0 P:eNvMxdizc $99/80C9 C2 20 REP #$20 A:36F8 X:0080 Y:007E P:eNvMxdizC $99/80CB 9C 00 03 STZ $0300 [$99:0300] A:36F8 X:0080 Y:007E P:eNvmxdizC $99/80CE 1C 02 03 TRB $0302 [$99:0302] A:36F8 X:0080 Y:007E P:eNvmxdizC $99/80D1 1C 04 03 TRB $0304 [$99:0304] A:36F8 X:0080 Y:007E P:eNvmxdiZC $99/80D4 E2 20 SEP #$20 A:36F8 X:0080 Y:007E P:eNvmxdiZC $99/80D6 AD A2 1E LDA $1EA2 [$99:1EA2] A:36F8 X:0080 Y:007E P:eNvMxdiZC $99/80D9 22 E9 84 85 JSL $8584E9[$85:84E9] A:3600 X:0080 Y:007E P:envMxdiZC $99/80DD AD A2 1E LDA $1EA2 [$99:1EA2] A:C8F8 X:0008 Y:0020 P:eNvMxdizc $99/80E0 C9 03 CMP #$03 A:C800 X:0008 Y:0020 P:envMxdiZc $99/80E2 F0 08 BEQ $08 [$80EC] A:C800 X:0008 Y:0020 P:eNvMxdizc $99/80E4 C9 04 CMP #$04 A:C800 X:0008 Y:0020 P:eNvMxdizc $99/80E6 F0 04 BEQ $04 [$80EC] A:C800 X:0008 Y:0020 P:eNvMxdizc $99/80E8 C9 08 CMP #$08 A:C800 X:0008 Y:0020 P:eNvMxdizc $99/80EA D0 08 BNE $08 [$80F4] A:C800 X:0008 Y:0020 P:eNvMxdizc
- Code is missing here
$99/80F4 22 AF 84 85 JSL $8584AF[$85:84AF] A:C800 X:0008 Y:0020 P:eNvMxdizc $99/80F8 9C AC 17 STZ $17AC [$99:17AC] A:0000 X:0000 Y:0020 P:eNvMxdizc $99/80FB 9C AD 17 STZ $17AD [$99:17AD] A:0000 X:0000 Y:0020 P:eNvMxdizc $99/80FE AD A2 1E LDA $1EA2 [$99:1EA2] A:0000 X:0000 Y:0020 P:eNvMxdizc $99/8101 C9 04 CMP #$04 A:0000 X:0000 Y:0020 P:envMxdiZc $99/8103 D0 03 BNE $03 [$8108] A:0000 X:0000 Y:0020 P:eNvMxdizc
- Code is missing here
$99/8108 A9 01 LDA #$01 ; Set Flag for CGRAM Update $99/810A 8D 49 12 STA $1249 $99/810D 6B RTL
$99/8A23 ?
$99/8A23 E2 20 SEP #$20 A:937E X:932C Y:0100 P:envMxdizC $99/8A25 A6 E1 LDX $E1 [$00:00E1] A:937E X:932C Y:0100 P:envMxdizC $99/8A27 BC 06 00 LDY $0006,x[$7E:3306] A:937E X:3300 Y:0100 P:envMxdizC $99/8A2A 84 E3 STY $E3 [$00:00E3] A:937E X:3300 Y:375A P:envMxdizC $99/8A2C BD 08 00 LDA $0008,x[$7E:3308] A:937E X:3300 Y:375A P:envMxdizC $99/8A2F 85 E5 STA $E5 [$00:00E5] A:937E X:3300 Y:375A P:envMxdizC $99/8A31 E2 20 SEP #$20 A:937E X:3300 Y:375A P:envMxdizC $99/8A33 A6 E1 LDX $E1 [$00:00E1] A:937E X:3300 Y:375A P:envMxdizC $99/8A35 7B TDC A:937E X:3300 Y:375A P:envMxdizC $99/8A36 BD 0B 00 LDA $000B,x[$7E:330B] A:0000 X:3300 Y:375A P:envMxdiZC $99/8A39 F0 0A BEQ $0A [$8A45] A:0000 X:3300 Y:375A P:envMxdiZC
Code is missing here
$99/8A45 7B TDC A:0000 X:3300 Y:375A P:envMxdiZC $99/8A46 A7 E3 LDA [$E3] [$7E:375A] A:0000 X:3300 Y:375A P:envMxdiZC $99/8A48 C9 FF CMP #$FF A:0065 X:3300 Y:375A P:envMxdizC $99/8A4A D0 08 BNE $08 [$8A54] A:0065 X:3300 Y:375A P:envMxdizc
Code is missing here
$99/8A54 C2 20 REP #$20 A:0065 X:3300 Y:375A P:envMxdizc $99/8A56 0A ASL A A:0065 X:3300 Y:375A P:envmxdizc $99/8A57 AA TAX A:00CA X:3300 Y:375A P:envmxdizc $99/8A58 E6 E3 INC $E3 [$00:00E3] A:00CA X:00CA Y:375A P:envmxdizc $99/8A5A 7C 77 8A JMP ($8A77,x)[$99:901B] A:00CA X:00CA Y:375A P:envmxdizc
$99/8A77 Table for $99/8A23
01 92 Entry #$00 0B 92 Entry #$01 15 92 Entry #$02 26 92 Entry #$03 37 92 Entry #$04 4F 92 Entry #$05 60 92 Entry #$06 71 92 Entry #$07 81 92 Entry #$08 8E 92 Entry #$09 9B 92 Entry #$0A A8 92 Entry #$0B B5 92 Entry #$0C BF 92 Entry #$0D 71 8C Entry #$0E 31 8A Entry #$0F - Direct Return to the Main Subroutine F0 92 Entry #$10 20 93 Entry #$11 71 8C Entry #$12 50 93 Entry #$13 E7 93 Entry #$14 71 8C Entry #$15 BB 9B Entry #$16 DC 9B Entry #$17 0D 9C Entry #$18 18 9C Entry #$19 4A 9C Entry #$1A 91 9C Entry #$1B D0 9C Entry #$1C DA 9C Entry #$1D DA 9C Entry #$1E 71 8C Entry #$1F 73 8C Entry #$20 79 98 Entry #$21 9D 99 Entry #$22 92 8C Entry #$23 0B 99 Entry #$24 2F 9A Entry #$25 03 99 Entry #$26 27 9A Entry #$27 ED 94 Entry #$28 F1 96 Entry #$29 76 97 Entry #$2A F8 97 Entry #$2B E5 94 Entry #$2C E9 96 Entry #$2D 7F 98 Entry #$2E A3 99 Entry #$2F 6A 9F Entry #$30 96 9F Entry #$31 2E BD Entry #$32 DA C2 Entry #$33 00 C5 Entry #$34 12 C5 Entry #$35 CE C0 Entry #$36 28 C7 Entry #$37 28 C8 Entry #$38 43 C8 Entry #$39 AB BE Entry #$3A EA 9C Entry #$3B F3 9C Entry #$3C F7 C5 Entry #$3D 5E B2 Entry #$3E 56 B2 Entry #$3F D0 B2 Entry #$40 C4 B2 Entry #$41 DA 9C Entry #$42 DA 9C Entry #$43 EE BC Entry #$44 DE 9C Entry #$45 DE 9C Entry #$46 E6 9F Entry #$47 DE 9C Entry #$48 DE 9C Entry #$49 EF B5 Entry #$4A EF B5 Entry #$4B B8 9A Entry #$4C 65 9E Entry #$4D DE 9E Entry #$4E E9 9E Entry #$4F BA B1 Entry #$50 38 9F Entry #$51 AB C7 Entry #$52 EF C7 Entry #$53 25 C5 Entry #$54 3A C4 Entry #$55 75 C4 Entry #$56 5E C8 Entry #$57 BD 9F Entry #$58 FD 9F Entry #$59 27 A0 Entry #$5A C0 BE Entry #$5B 73 C0 Entry #$5C ED C0 Entry #$5D 2B C0 Entry #$5E FA C3 Entry #$5F FD 9B Entry #$60 05 BC Entry #$61 E4 BC Entry #$62 DA C2 Entry #$63 49 A0 Entry #$64 1B 90 Entry #$65 - Load Music(?)
$99/901B ?
$99/901B E2 20 SEP #$20 A:00CA X:00CA Y:375A P:envmxdizc $99/901D AD AC 17 LDA $17AC [$7E:17AC] A:00CA X:00CA Y:375A P:envMxdizc $99/9020 48 PHA A:0000 X:00CA Y:375A P:envMxdiZc $99/9021 9C AC 17 STZ $17AC [$7E:17AC] A:0000 X:00CA Y:375A P:envMxdiZc $99/9024 7B TDC A:0000 X:00CA Y:375A P:envMxdiZc $99/9025 A7 E3 LDA [$E3] [$7E:375B] A:0000 X:00CA Y:375A P:envMxdiZc $99/9027 C9 4D CMP #$4D A:000D X:00CA Y:375A P:envMxdizc $99/9029 B0 14 BCS $14 [$903F] A:000D X:00CA Y:375A P:eNvMxdizc $99/902B A8 TAY A:000D X:00CA Y:375A P:eNvMxdizc $99/902C A2 5E 90 LDX #$905E A:000D X:00CA Y:000D P:envMxdizc $99/902F A9 99 LDA #$99 A:000D X:905E Y:000D P:eNvMxdizc $99/9031 22 8F EF 81 JSL $81EF8F[$81:EF8F] A:0099 X:905E Y:000D P:eNvMxdizc $99/9035 B0 08 BCS $08 [$903F] A:0020 X:905F Y:000D P:envMxdizc $99/9037 A7 E3 LDA [$E3] [$7E:375B] A:0020 X:905F Y:000D P:envMxdizc $99/9039 22 F2 AE 80 JSL $80AEF2 ; Load Music $99/903D 80 14 BRA $14 [$9053] A:0000 X:33CC Y:D686 P:envMxdizc $99/9053 68 PLA A:0000 X:33CC Y:D686 P:envMxdizc $99/9054 8D AC 17 STA $17AC [$7E:17AC] A:0000 X:33CC Y:D686 P:envMxdiZc $99/9057 C2 20 REP #$20 A:0000 X:33CC Y:D686 P:envMxdiZc $99/9059 E6 E3 INC $E3 [$00:00E3] A:0000 X:33CC Y:D686 P:envmxdiZc $99/905B 4C 31 8A JMP $8A31 [$99:8A31] A:0000 X:33CC Y:D686 P:envmxdizc
$99/D056 ?
$99/D056 C2 21 REP #$21 ; 16-bit A, Clear Carry $99/D058 A6 E1 LDX $E1 [$00:00E1] A:0B00 X:3300 Y:0014 P:envmxdiZc $99/D05A AD 91 05 LDA $0591 ; Load $210D Buffer $99/D05D 69 00 10 ADC #$1000 A:00E6 X:3300 Y:0014 P:envmxdizc $99/D060 85 0A STA $0A [$00:000A] A:10E6 X:3300 Y:0014 P:envmxdizc $99/D062 BD 12 00 LDA $0012,x[$7E:3312] A:10E6 X:3300 Y:0014 P:envmxdizc $99/D065 18 CLC A:00B0 X:3300 Y:0014 P:envmxdizc $99/D066 69 00 10 ADC #$1000 A:00B0 X:3300 Y:0014 P:envmxdizc $99/D069 85 0C STA $0C [$00:000C] A:10B0 X:3300 Y:0014 P:envmxdizc $99/D06B BD 16 00 LDA $0016,x[$7E:3316] A:10B0 X:3300 Y:0014 P:envmxdizc $99/D06E 85 08 STA $08 [$00:0008] A:006D X:3300 Y:0014 P:envmxdizc $99/D070 A5 0A LDA $0A [$00:000A] A:006D X:3300 Y:0014 P:envmxdizc $99/D072 38 SEC A:10E6 X:3300 Y:0014 P:envmxdizc $99/D073 E5 0C SBC $0C [$00:000C] A:10E6 X:3300 Y:0014 P:envmxdizC $99/D075 10 04 BPL $04 [$D07B] A:0036 X:3300 Y:0014 P:envmxdizC
- Code is missing here
$99/D07B 64 02 STZ $02 [$00:0002] A:0036 X:3300 Y:0014 P:envmxdizC $99/D07D 64 00 STZ $00 [$00:0000] A:0036 X:3300 Y:0014 P:envmxdizC $99/D07F 85 01 STA $01 [$00:0001] A:0036 X:3300 Y:0014 P:envmxdizC $99/D081 22 06 A6 80 JSL $80A606[$80:A606] A:0036 X:3300 Y:0014 P:envmxdizC $99/D085 A5 0A LDA $0A [$00:000A] A:005A X:3300 Y:0014 P:envmxdizC $99/D087 C5 0C CMP $0C [$00:000C] A:10E6 X:3300 Y:0014 P:envmxdizC $99/D089 90 1C BCC $1C [$D0A7] A:10E6 X:3300 Y:0014 P:envmxdizC $99/D08B E2 21 SEP #$21 A:10E6 X:3300 Y:0014 P:envmxdizC $99/D08D BD 18 00 LDA $0018,x[$7E:3318] A:10E6 X:3300 Y:0014 P:envMxdizC $99/D090 E5 04 SBC $04 [$00:0004] A:10CE X:3300 Y:0014 P:eNvMxdizC $99/D092 9D 18 00 STA $0018,x[$7E:3318] A:1050 X:3300 Y:0014 P:enVMxdizC $99/D095 AD 91 05 LDA $0591 [$7E:0591] A:1050 X:3300 Y:0014 P:enVMxdizC $99/D098 E5 05 SBC $05 [$00:0005] A:10E6 X:3300 Y:0014 P:eNVMxdizC $99/D09A 8D 91 05 STA $0591 [$7E:0591] A:10E6 X:3300 Y:0014 P:eNvMxdizC $99/D09D AD 92 05 LDA $0592 [$7E:0592] A:10E6 X:3300 Y:0014 P:eNvMxdizC $99/D0A0 E9 00 SBC #$00 A:1000 X:3300 Y:0014 P:envMxdiZC $99/D0A2 8D 92 05 STA $0592 [$7E:0592] A:1000 X:3300 Y:0014 P:envMxdiZC $99/D0A5 80 1A BRA $1A [$D0C1] A:1000 X:3300 Y:0014 P:envMxdiZC
- Code is missing here
$99/D0C1 C2 21 REP #$21 A:1000 X:3300 Y:0014 P:envMxdiZC $99/D0C3 A6 E1 LDX $E1 [$00:00E1] A:1000 X:3300 Y:0014 P:envmxdiZc $99/D0C5 AD 93 05 LDA $0593 [$7E:0593] A:1000 X:3300 Y:0014 P:envmxdizc $99/D0C8 69 00 10 ADC #$1000 A:0060 X:3300 Y:0014 P:envmxdizc $99/D0CB 85 0A STA $0A [$00:000A] A:1060 X:3300 Y:0014 P:envmxdizc $99/D0CD BD 14 00 LDA $0014,x[$7E:3314] A:1060 X:3300 Y:0014 P:envmxdizc $99/D0D0 18 CLC A:0060 X:3300 Y:0014 P:envmxdizc $99/D0D1 69 00 10 ADC #$1000 A:0060 X:3300 Y:0014 P:envmxdizc $99/D0D4 85 0C STA $0C [$00:000C] A:1060 X:3300 Y:0014 P:envmxdizc $99/D0D6 BD 16 00 LDA $0016,x[$7E:3316] A:1060 X:3300 Y:0014 P:envmxdizc $99/D0D9 85 08 STA $08 [$00:0008] A:006D X:3300 Y:0014 P:envmxdizc $99/D0DB A5 0A LDA $0A [$00:000A] A:006D X:3300 Y:0014 P:envmxdizc $99/D0DD 38 SEC A:1060 X:3300 Y:0014 P:envmxdizc $99/D0DE E5 0C SBC $0C [$00:000C] A:1060 X:3300 Y:0014 P:envmxdizC $99/D0E0 10 04 BPL $04 [$D0E6] A:0000 X:3300 Y:0014 P:envmxdiZC
- Code is missing here
$99/D0E6 64 02 STZ $02 [$00:0002] A:0000 X:3300 Y:0014 P:envmxdiZC $99/D0E8 64 00 STZ $00 [$00:0000] A:0000 X:3300 Y:0014 P:envmxdiZC $99/D0EA 85 01 STA $01 [$00:0001] A:0000 X:3300 Y:0014 P:envmxdiZC $99/D0EC 22 06 A6 80 JSL $80A606[$80:A606] A:0000 X:3300 Y:0014 P:envmxdiZC $99/D0F0 A5 0A LDA $0A [$00:000A] A:0000 X:3300 Y:0014 P:envmxdizC $99/D0F2 C5 0C CMP $0C [$00:000C] A:1060 X:3300 Y:0014 P:envmxdizC $99/D0F4 90 1C BCC $1C [$D112] A:1060 X:3300 Y:0014 P:envmxdiZC $99/D0F6 E2 21 SEP #$21 A:1060 X:3300 Y:0014 P:envmxdiZC $99/D0F8 BD 19 00 LDA $0019,x[$7E:3319] A:1060 X:3300 Y:0014 P:envMxdiZC $99/D0FB E5 04 SBC $04 [$00:0004] A:1024 X:3300 Y:0014 P:envMxdizC $99/D0FD 9D 19 00 STA $0019,x[$7E:3319] A:1024 X:3300 Y:0014 P:envMxdizC $99/D100 AD 93 05 LDA $0593 [$7E:0593] A:1024 X:3300 Y:0014 P:envMxdizC $99/D103 E5 05 SBC $05 [$00:0005] A:1060 X:3300 Y:0014 P:envMxdizC $99/D105 8D 93 05 STA $0593 [$7E:0593] A:1060 X:3300 Y:0014 P:envMxdizC $99/D108 AD 94 05 LDA $0594 [$7E:0594] A:1060 X:3300 Y:0014 P:envMxdizC $99/D10B E9 00 SBC #$00 ; Subtract the Carry (if it was set by the low byte subtraction) $99/D10D 8D 94 05 STA $0594 [$7E:0594] A:1000 X:3300 Y:0014 P:envMxdiZC $99/D110 80 1A BRA $1A [$D12C] A:1000 X:3300 Y:0014 P:envMxdiZC
- Code is missing here
$99/D12C C2 20 REP #$20 A:1000 X:3300 Y:0014 P:envMxdiZC $99/D12E DE 16 00 DEC $0016,x[$7E:3316] A:1000 X:3300 Y:0014 P:envmxdiZC $99/D131 D0 11 BNE $11 [$D144] A:1000 X:3300 Y:0014 P:envmxdizC $99/D133 BD 12 00 LDA $0012,x[$7E:3312] A:1000 X:3300 Y:0010 P:envmxdiZC $99/D136 8D 91 05 STA $0591 [$7E:0591] A:00B0 X:3300 Y:0010 P:envmxdizC $99/D139 BD 14 00 LDA $0014,x[$7E:3314] A:00B0 X:3300 Y:0010 P:envmxdizC $99/D13C 8D 93 05 STA $0593 [$7E:0593] A:0060 X:3300 Y:0010 P:envmxdizC $99/D13F E2 20 SEP #$20 A:0060 X:3300 Y:0010 P:envmxdizC $99/D141 9E 11 00 STZ $0011,x[$7E:3311] A:0060 X:3300 Y:0010 P:envMxdizC $99/D144 E2 20 SEP #$20 $99/D146 60 RTS $99/D147 A6 E1 LDX $E1 [$00:00E1] A:FF01 X:1744 Y:000A P:envMxdizC $99/D149 BD 11 00 LDA $0011,x[$7E:3311] A:FF01 X:3300 Y:000A P:envMxdizC $99/D14C C9 02 CMP #$02 A:FF04 X:3300 Y:000A P:envMxdizC $99/D14E F0 15 BEQ $15 [$D165] A:FF04 X:3300 Y:000A P:envMxdizC $99/D150 C9 04 CMP #$04 A:FF04 X:3300 Y:000A P:envMxdizC $99/D152 F0 11 BEQ $11 [$D165] A:FF04 X:3300 Y:000A P:envMxdiZC $99/D154 C9 05 CMP #$05 A:FF00 X:3300 Y:000A P:eNvMxdizc $99/D156 F0 0D BEQ $0D [$D165] A:FF00 X:3300 Y:000A P:eNvMxdizc $99/D158 22 AA 89 80 JSL $8089AA ; Long Jump to Check if the Cursor is in Screen Center $99/D15C C9 00 CMP #$00 ; Is the Cursor in Center? $99/D15E D0 05 BNE $05 ; [$D165] Exit if not
- Code is missing here
$99/D165 60 RTS A:FF04 X:3300 Y:000A P:envMxdiZC $99/D166 A6 E1 LDX $E1 [$00:00E1] A:0002 X:3300 Y:FFFE P:envMxdizC $99/D168 BD 1D 00 LDA $001D,x[$7E:331D] A:0002 X:3300 Y:FFFE P:envMxdizC $99/D16B F0 5C BEQ $5C [$D1C9] A:0000 X:3300 Y:FFFE P:envMxdiZC $99/D1C9 60 RTS A:0000 X:3300 Y:FFFE P:envMxdiZC
$99/D71E ?
This subroutine loads a byte from a Data Load address ($0000,x is here $7E/2000 and seems to contain character start value information). It checks if the value is #$FF. If it is, it exits, if not, it adds #$08 to the Data Load Index in X.
$99/D71E BD 00 00 LDA $0000,x ; ??? Loads some Data Byte $99/D721 E8 INX ; Increment Data Load Index $99/D722 C9 FF CMP #$FF $99/D724 F0 09 BEQ $09 ; [$D72F] Exit if the Data Byte was $#FF $99/D726 C2 21 REP #$21 ; 16-bit A + Clear Carry $99/D728 8A TXA ; Add additional #$08 to Data Load Index $99/D729 69 08 00 ADC #$0008 $99/D72C AA TAX $99/D72D E2 20 SEP #$20 ; 8-bit A $99/D72F 60 RTS
$99/D7E2 ?
$99/D7E2 8B PHB ; Buffer current Data Bank $99/D7E3 DA PHX ; Buffer X on Stack $99/D7E4 4B PHK ; Set Data Bank to $99 $99/D7E5 AB PLB $99/D7E6 22 B0 89 82 JSL $8289B0 ; Clear Map that shows which Figure Stands where $99/D7EA 22 DD 89 82 JSL $8289DD[$82:89DD] A:FFFF X:0200 Y:E000 P:eNvMxdizc $99/D7EE 22 C8 89 82 JSL $8289C8[$82:89C8] A:FFFF X:0039 Y:E000 P:eNvMxdizC $99/D7F2 22 4B 9F 9E JSL $9E9F4B[$9E:9F4B] A:FF7E X:FFFE Y:E000 P:eNvMxdizC $99/D7F6 A9 20 LDA #$20 ; Set Number of used sprites in $100 OAM Buffer to $20? $99/D7F8 8D 43 05 STA $0543 $99/D7FB A9 7E LDA #$7E ; Set Data Bank to $7E $99/D7FD 48 PHA $99/D7FE AB PLB $99/D7FF FA PLX ; Restore Original X $99/D800 20 59 D7 JSR $D759 [$99:D759] A:007E X:0000 Y:E000 P:envMxdiZC $99/D803 A6 5C LDX $5C ; Address of the buffered Data on Bank $7E $99/D805 20 1E D7 JSR $D71E [$99:D71E] A:030F X:2000 Y:030F P:envMxdizC $99/D808 7B TDC ; Clear 16-Bit A $99/D809 A8 TAY ; Clear Y $99/D80A BD 00 00 LDA $0000,x[$7E:2009] A:0000 X:2009 Y:0000 P:envMxdiZc $99/D80D C9 FF CMP #$FF A:0001 X:2009 Y:0000 P:envMxdizc $99/D80F D0 03 BNE $03 [$D814] A:0001 X:2009 Y:0000 P:envMxdizc
- Code is missing here
$99/D814 C9 01 CMP #$01 A:0001 X:2009 Y:0000 P:envMxdizc $99/D816 D0 03 BNE $03 [$D81B] A:0001 X:2009 Y:0000 P:envMxdiZC $99/D818 4C A9 D8 JMP $D8A9 ; Setup Character Data
- Code is missing here
$99/D8A9 Setup Character Data
This subroutine sets up the Character Data in the corresponding registers (i. e. the tables at $7E/1xxx). The data is structured this way in the Address where it is loaded (in this case, it was $7E/2000).
$0000, X - Character Sprite $0001, X - Position from where the possible Movement is calculated - NW-SE-Axis $0002, X - Position from where the possible Movement is calculated - NE-SW-Axis $0003, X - ??? --> $1DC6 $0004, X - Facing Direction? --> $1B6E $0005, X - ??? --> $1A56 $0006, X - ??? --> $1A2E $0007, X - Which Entry Number this one should get
$99/D8A9 E8 INX ; Increment Load Index $99/D8AA 7B TDC ; Clear 16-bit A $99/D8AB BD 07 00 LDA $0007,x ; Load which Entry Number in all the Value Tables this is going to have $99/D8AE A8 TAY ; Transfer in Y as Store Index $99/D8AF BD 00 00 LDA $0000,x ; Load first value (what kind of figure is this (What Sprite, Portrait n Stuff)?) $99/D8B2 C9 FF CMP #$FF ; If this is #$FF, exit this $99/D8B4 F0 65 BEQ $65 ; [$D91B] Exit $99/D8B6 99 AE 17 STA $17AE,y ; Store this value as figure graphic set number $99/D8B9 DA PHX ; Push Load Index on Stack $99/D8BA AA TAX A:0001 X:200A Y:0000 P:envMxdizc $99/D8BB 7B TDC A:0001 X:0001 Y:0000 P:envMxdizc $99/D8BC BF D2 AA 88 LDA $88AAD2,x[$88:AAD3] A:0000 X:0001 Y:0000 P:envMxdiZc $99/D8C0 C9 FF CMP #$FF A:0001 X:0001 Y:0000 P:envMxdizc $99/D8C2 D0 02 BNE $02 [$D8C6] A:0001 X:0001 Y:0000 P:envMxdizc $99/D8C6 99 AF 17 STA $17AF,y[$7E:17AF] A:0001 X:0001 Y:0000 P:envMxdizc $99/D8C9 AA TAX A:0001 X:0001 Y:0000 P:envMxdizc $99/D8CA BF 49 C8 88 LDA $88C849,x[$88:C84A] A:0001 X:0001 Y:0000 P:envMxdizc $99/D8CE 99 EE 1D STA $1DEE,y[$7E:1DEE] A:0005 X:0001 Y:0000 P:envMxdizc $99/D8D1 FA PLX ; Restore Load Index $99/D8D2 22 21 D9 99 JSL $99D921[$99:D921] A:0005 X:200A Y:0000 P:envMxdizc $99/D8D6 BD 01 00 LDA $0001,x ; Set Position from where the possible Movement is calculated - NW-SE-Axis $99/D8D9 99 D6 1C STA $1CD6,y $99/D8DC BD 02 00 LDA $0002,x ; Position from where the possible Movement is calculated - NE-SW-Axis $99/D8DF 99 D7 1C STA $1CD7,y $99/D8E2 BD 03 00 LDA $0003,x[$7E:200D] A:000C X:200A Y:0000 P:envMxdizc $99/D8E5 22 31 D9 99 JSL $99D931[$99:D931] A:00FF X:200A Y:0000 P:eNvMxdizc $99/D8E9 99 C6 1D STA $1DC6,y[$7E:1DC6] A:000B X:200A Y:0000 P:envMxdizc $99/D8EC BD 04 00 LDA $0004,x[$7E:200E] A:000B X:200A Y:0000 P:envMxdizc $99/D8EF 99 6E 1B STA $1B6E,y[$7E:1B6E] A:0001 X:200A Y:0000 P:envMxdizc $99/D8F2 BD 05 00 LDA $0005,x[$7E:200F] A:0001 X:200A Y:0000 P:envMxdizc $99/D8F5 99 56 1A STA $1A56,y[$7E:1A56] A:0003 X:200A Y:0000 P:envMxdizc $99/D8F8 BD 06 00 LDA $0006,x[$7E:2010] A:0003 X:200A Y:0000 P:envMxdizc $99/D8FB 99 2E 1A STA $1A2E,y[$7E:1A2E] A:0000 X:200A Y:0000 P:envMxdiZc $99/D8FE 89 02 BIT #$02 A:0000 X:200A Y:0000 P:envMxdiZc $99/D900 F0 05 BEQ $05 [$D907] A:0000 X:200A Y:0000 P:envMxdiZc
- Code is missing here
$99/D907 DA PHX A:0000 X:200A Y:0000 P:envMxdiZc $99/D908 BB TYX A:0000 X:200A Y:0000 P:envMxdiZc $99/D909 22 50 D9 99 JSL $99D950[$99:D950] A:0000 X:0000 Y:0000 P:envMxdiZc $99/D90D FA PLX A:0100 X:0000 Y:0000 P:envMxdiZC $99/D90E C2 21 REP #$21 A:0100 X:200A Y:0000 P:envMxdizC $99/D910 8A TXA A:0100 X:200A Y:0000 P:envmxdizc $99/D911 69 08 00 ADC #$0008 A:200A X:200A Y:0000 P:envmxdizc $99/D914 AA TAX A:2012 X:200A Y:0000 P:envmxdizc $99/D915 E2 20 SEP #$20 A:2012 X:2012 Y:0000 P:envmxdizc $99/D917 E6 8E INC $8E [$00:008E] A:2012 X:2012 Y:0000 P:envMxdizc $99/D919 80 8F BRA $8F [$D8AA] A:2012 X:2012 Y:0000 P:envMxdizc
Bank $9A
$9A/8D33 Transfer Data Loop
This is used at least during the new game creation process, this is executed when one of these artworks gets loaded
This subroutine moves data from one position to another via loop. As it is via loop, it makes more sense to use this method for smaller amounts of data. Should be noted that the transfer works with an 8-bit Accumulator, so it can transfer an odd number of bytes, too.
These registers have to contain the settings for this transfer:
A has to contain the bank where the data is (like, $7E or $7F)
X contains the address on that bank where the data is
Y contains the number of bytes to transfer
$20-$22 contains the 24-bit address where to store
$9A/8D33 8B PHB ; Preserve current Data Bank $9A/8D34 48 PHA ; Set the value in A as new Bank $9A/8D35 AB PLB $9A/8D36 5A PHY ; Put Y (number of Bytes to transfer) on stack $9A/8D37 A0 00 00 LDY #$0000 ; Set up write index $9A/8D3A BD 00 00 LDA $0000,x ; Load Byte $9A/8D3D 97 20 STA [$20],y ; Store Byte $9A/8D3F E8 INX ; Increment Read and Write Index $9A/8D40 C8 INY $9A/8D41 C2 20 REP #$20 ; This loads the number of bytes from stack, decrements it and stores it back $9A/8D43 A3 01 LDA $01,s $9A/8D45 3A DEC A $9A/8D46 83 01 STA $01,s $9A/8D48 E2 20 SEP #$20 $9A/8D4A D0 EE BNE $EE ; [$8D3A] Loop until all bytes are done $9A/8D4C 7A PLY $9A/8D4D AB PLB ; Restore Program Bank $9A/8D4E 6B RTL
Bank $9B
$9B/80DE ?
This subroutines main part is about copying three palettes; I *think* this is for the small figure you can see in the Battle Stats menu; that figure is on a BG plain, while the very same graphic you see above is a sprite. So, I think this is for this.
$9B/80DE 8B PHB ; Buffer Program Bank on Stack $9B/80DF 4B PHK $9B/80E0 AB PLB ; Change Program Bank $9B/80E1 DA PHX ; Buffer X and Y $9B/80E2 5A PHY $9B/80E3 D4 00 PEI ($00) ; Buffer registers $00 to $0F and $20 to $2B $9B/80E5 D4 02 PEI ($02) $9B/80E7 D4 04 PEI ($04) $9B/80E9 D4 06 PEI ($06) $9B/80EB D4 08 PEI ($08) $9B/80ED D4 0A PEI ($0A) $9B/80EF D4 0C PEI ($0C) $9B/80F1 D4 0E PEI ($0E) $9B/80F3 D4 20 PEI ($20) $9B/80F5 D4 22 PEI ($22) $9B/80F7 D4 24 PEI ($24) $9B/80F9 D4 26 PEI ($26) $9B/80FB D4 28 PEI ($28) $9B/80FD D4 2A PEI ($2A) $9B/80FF A2 00 00 LDX #$0000 ; Set up counter $9B/8102 BD AE 17 LDA $17AE,x ; Load each figure's graphic number (i. e. "this figure is Denam, it has Denam graphics") $9B/8105 F0 3B BEQ $3B ; [$8142] Go to next figure if this is empty $9B/8107 BC 3E 1E LDY $1E3E,x ; ??? $9B/810A C9 F0 CMP #$F0 ; ??? (Note to self: It's CMP, not CPY!) $9B/810C F0 16 BEQ $16 ; [$8124] ??? $9B/810E BD DE 19 LDA $19DE,x ; ??? (Status effects?) $9B/8111 89 10 BIT #$10 ; ??? $9B/8113 F0 0F BEQ $0F ; [$8124] ??? $9B/8124 B9 03 07 LDA $0703,y ; ??? $9B/8127 89 06 BIT #$06 ; ??? $9B/8129 F0 17 BEQ $17 ; [$8142] ??? $9B/812B 89 08 BIT #$08 ; ??? $9B/812D F0 13 BEQ $13 ; [$8142] ???
Code is missing here
$9B/8142 E8 INX ; Increment Loop counter $9B/8143 E8 INX $9B/8144 E0 28 00 CPX #$0028 ; Loop until every figure is done $9B/8147 90 B9 BCC $B9 ; [$8102] $9B/8149 AD B9 05 LDA $05B9 ; ??? $9B/814C 29 18 AND #$18 ; ??? $9B/814E D0 1D BNE $1D ; [$816D] ??? $9B/8150 C2 20 REP #$20 A:FF00 X:0028 Y:000E P:envMxdiZC $9B/8152 A2 00 00 LDX #$0000 A:FF00 X:0028 Y:000E P:envmxdiZC $9B/8155 A0 0F 00 LDY #$000F A:FF00 X:0000 Y:000E P:envmxdiZC $9B/8158 BD B5 81 LDA $81B5,x ; [$9B:81B5] $9B/815B 9D ED 13 STA $13ED,x ; ??? This replaces the last three palettes with this one $9B/815E 9D 0D 14 STA $140D,x[$9B:140D] A:0C23 X:0000 Y:000F P:envmxdizC $9B/8161 9D 2D 14 STA $142D,x[$9B:142D] A:0C23 X:0000 Y:000F P:envmxdizC $9B/8164 E8 INX A:0C23 X:0000 Y:000F P:envmxdizC $9B/8165 E8 INX A:0C23 X:0001 Y:000F P:envmxdizC $9B/8166 88 DEY A:0C23 X:0002 Y:000F P:envmxdizC $9B/8167 D0 EF BNE $EF [$8158] A:0C23 X:0002 Y:000E P:envmxdizC $9B/8169 E2 20 SEP #$20 A:6176 X:001E Y:0000 P:envmxdiZC $9B/816B 80 15 BRA $15 [$8182] A:6176 X:001E Y:0000 P:envMxdiZC $9B/816D C2 20 REP #$20 ; This sets up and executes a loop that copies three palettes $9B/816F A2 20 01 LDX #$0120 $9B/8172 A0 30 00 LDY #$0030 $9B/8175 BD 4B 12 LDA $124B,x $9B/8178 9D CB 12 STA $12CB,x $9B/817B E8 INX $9B/817C E8 INX $9B/817D 88 DEY $9B/817E D0 F5 BNE $F5 ; [$8175] $9B/8180 E2 20 SEP #$20 $9B/8182 A9 01 LDA #$01 ; Set flag for CGRAM update $9B/8184 8D 49 12 STA $1249 $9B/8187 7A PLY ; Restore all the buffered registers $9B/8188 84 2A STY $2A $9B/818A 7A PLY $9B/818B 84 28 STY $28 $9B/818D 7A PLY $9B/818E 84 26 STY $26 $9B/8190 7A PLY $9B/8191 84 24 STY $24 $9B/8193 7A PLY $9B/8194 84 22 STY $22 $9B/8196 7A PLY $9B/8197 84 20 STY $20 $9B/8199 7A PLY $9B/819A 84 0E STY $0E $9B/819C 7A PLY $9B/819D 84 0C STY $0C $9B/819F 7A PLY $9B/81A0 84 0A STY $0A $9B/81A2 7A PLY $9B/81A3 84 08 STY $08 $9B/81A5 7A PLY $9B/81A6 84 06 STY $06 $9B/81A8 7A PLY $9B/81A9 84 04 STY $04 $9B/81AB 7A PLY $9B/81AC 84 02 STY $02 $9B/81AE 7A PLY $9B/81AF 84 00 STY $00 $9B/81B1 7A PLY ; Restore Y, X, Program Bank $9B/81B2 FA PLX $9B/81B3 AB PLB $9B/81B4 6B RTL
$9B/9BA5 (Decompress and) Transfer graphic data sets to VRAM
At $9B/9C17 ($000D:9C17) is an address table. When this subroutine gets called, A contains an entry number for this address table. The corresponding address is loaded. The data there is a chain of different "graphic sets" that are transfered here. The data's first value (16 bit) can be negative or positive:
If negative, this is a standard VRAM DMA.
The first two byte are the VRAM destination (MSB gets removed) the next three bytes are the 24 bit address of the graphic data in the ROM the last two byte are the 16 bit value of how many bytes are to be transfered
If the first value is positive, the data has to be decompressed before it gets transfered to VRAM by DMA.
(as before) The first two byte are the VRAM destination (as before) the next three bytes are the 24 bit address of the COMPRESSED graphic data in the ROM the last three bytes are the 24-bit-address where to temp store the decompressed data
If positive, it is not necessary to add the size of the data, because that is already part of the compressed data
This stuff gets executed when you start a new game, screwing this up removes the script from the text boxes, so I can imagine this is for the whole Kanji sets / Hiragana / Katakana.
$9B/9BA5 8B PHB ; Preserve Program Bank on stack $9B/9BA6 4B PHK ; Change Program Bank $9B/9BA7 AB PLB $9B/9BA8 C2 20 REP #$20 $9B/9BAA 29 FF 00 AND #$00FF ; The value that was in A at the start is an index for a Table $9B/9BAD 0A ASL A ; It gets multiplied by 2 and transfered in Y... $9B/9BAE A8 TAY $9B/9BAF B9 17 9C LDA $9C17,y ; ... and the table value gets loaded $9B/9BB2 A8 TAY ; The value itself is an address... $9B/9BB3 B9 00 00 LDA $0000,y ; ... from which we load data $9B/9BB6 30 33 BMI $33 ; [$9BEB] Branch if the loaded data is between #$8000-#$FFFF $9B/9BB8 5A PHY ; IF POSITIVE: Push the address that was loaded at the very beginning on stack $9B/9BB9 48 PHA ; Put the secondly loaded value on stack, too $9B/9BBA E2 20 SEP #$20 $9B/9BBC BE 05 00 LDX $0005,y ; Set up the temp store address of the decompressed data in $20-$22 $9B/9BBF B9 07 00 LDA $0007,y $9B/9BC2 86 20 STX $20 $9B/9BC4 85 22 STA $22 $9B/9BC6 C9 7E CMP #$7E ; Branch if the Temp Address isn't $7E/2000 $9B/9BC8 D0 0E BNE $0E ; [$9BD8] $9B/9BCA E0 00 20 CPX #$2000 $9B/9BCD D0 09 BNE $09 ; [$9BD8] $9B/9BCF AD 6A 05 LDA $056A ; $2100 Buffer (FBLANK / Screen Brightness) $9B/9BD2 30 04 BMI $04 ; [$9BD8] Branch if FBLANK is active
Code is missing here
$9B/9BD8 BE 02 00 LDX $0002,y ; Load the Address of the Compressed Data $9B/9BDB B9 04 00 LDA $0004,y ; Load the Bank of the Compressed Data $9B/9BDE 7A PLY ; Restore VRAM Address $9B/9BDF 22 7B 9E 80 JSL $809E7B ; Decompress Data and transfer it to VRAM $9B/9BE3 C2 21 REP #$21 ; A = 16 bit, clear carry $9B/9BE5 68 PLA ; Load the address from the address table $9B/9BE6 69 08 00 ADC #$0008 ; Add 8 (next entry) $9B/9BE9 80 C7 BRA $C7 ; [$9BB2] Loop, do the next entry in this list $9B/9BEB C9 FF FF CMP #$FFFF ; Is the loaded data #$FFFF? $9B/9BEE F0 23 BEQ $23 ; [$9C13] Exit if it is $9B/9BF0 5A PHY ; Push the address that was loaded at the very beginning on stack $9B/9BF1 29 FF 7F AND #$7FFF ; Remove the MSB from the secondly loaded data $9B/9BF4 48 PHA ; And throw it on stack $9B/9BF5 E2 20 SEP #$20 ; Now, a VRAM DMA is built $9B/9BF7 A9 80 LDA #$80 ; These are VRAM transfer settings (for $2115) $9B/9BF9 85 0E STA $0E $9B/9BFB BE 05 00 LDX $0005,y ; Loaded Data Address + 5 contains the number of bytes to be transfered (16 bit value) $9B/9BFE 86 0C STX $0C $9B/9C00 BE 02 00 LDX $0002,y ; Loaded Data Address + 2 contains the DMA Source Address (16 bit, of course) $9B/9C03 B9 04 00 LDA $0004,y ; Loaded Data Address + 4 contains the DMA Source Bank (8 bit) $9B/9C06 7A PLY ; The modified loaded data value is the VRAM destination address $9B/9C07 22 24 9F 80 JSL $809F24 ; VRAM DMA $9B/9C0B C2 21 REP #$21 ; A = 16 bit, clear carry $9B/9C0D 68 PLA ; Load the address from the address table $9B/9C0E 69 07 00 ADC #$0007 ; Add 7 (next entry) $9B/9C11 80 9F BRA $9F ; [$9BB2] Loop, do the next entry in this list $9B/9C13 E2 20 SEP #$20 ; Restore everything and exit $9B/9C15 AB PLB $9B/9C16 6B RTL
$9B/9C17 Address Table for $9B/9BA5
$9B/9C17 31 9C Entry $00: $9C31 $9B/9C19 58 9C Entry $01: $9C58 $9B/9C1B 62 9C Entry $02: $9C62 $9B/9C1D 6B 9C Entry $03: $9C6B $9B/9C1F 31 9C Entry $04-$0C: The same as Entry $00 $9B/9C21 31 9C $9B/9C23 31 9C $9B/9C25 31 9C $9B/9C27 31 9C $9B/9C29 31 9C $9B/9C2B 31 9C $9B/9C2D 31 9C $9B/9C2F 31 9C
$9B/9C31 Graphic Set $00 for $9B/9BA5
$9B/9C31 00 C0 00 80 B7 00 04 ; B78000 These are Debug(???) Numbers and Symbols that are never seen(?) $9B/9C38 00 28 00 80 BF 00 20 7E $9B/9C40 00 2A DB 80 DA 00 20 7E $9B/9C48 00 30 D0 81 DA 00 20 7E
After this, the stuff for the next Graphic Set gets executed, too. Graphic Set 1 is a part of Graphic Set 0
$9B/9C50 Graphic Set $01 for $9B/9BA5
$9B/9C50 00 65 65 88 DA 00 20 7E $9B/9C58 00 61 58 97 DA 00 20 7E $9B/9C60 FF FF
$9B/9C62 Graphic Set $01 for $9B/9BA5
$9B/9C62 00 C0 00 80 B7 00 04 $9B/9C69 FF FF
$9B/9C6B Graphic Set $03 for $9B/9BA5
$9B/9C6B 00 65 65 88 DA 00 20 7E $9B/9C73 00 61 58 97 DA 00 20 7E $9B/9C7B 00 10 D0 81 DA 00 20 7E $9B/9C83 00 78 41 BE DB 00 20 7E $9B/9C8B 00 00 AB CA DB 00 20 7E $9B/9C93 00 50 9E F1 DB 00 20 7E $9B/9C9B C0 8F 74 EA 9B 80 00 $9B/9CA2 FF FF
$9B/A6B6 ? Clear Bit
X is the only important value for this subroutine. The value in X gets devided into two numbers, bits 7 to 3 and bits 2 to 0.
This subroutine removes a bit in a register around $7EFBCF. Which bit gets cleared depends on the value in X's bits 2 to 0. The register which gets that bit cleared depends on the value in X's bits 7 to 3.
$9B/A6B6 8B PHB ; Buffer Data Bank on Stack $9B/A6B7 A9 7E LDA #$7E ; Set Data Bank to $7E $9B/A6B9 48 PHA $9B/A6BA AB PLB $9B/A6BB DA PHX ; Buffer X and Y on Stack $9B/A6BC 5A PHY $9B/A6BD C2 20 REP #$20 ; A = 16-bit $9B/A6BF 8A TXA ; Store Bits 2-0 of X in Y $9B/A6C0 29 07 00 AND #$0007 $9B/A6C3 A8 TAY $9B/A6C4 8A TXA ; Shift Bits 2-0 out of X $9B/A6C5 4A LSR A $9B/A6C6 4A LSR A $9B/A6C7 4A LSR A $9B/A6C8 AA TAX $9B/A6C9 E2 20 SEP #$20 ; A = 8-bit $9B/A6CB A9 01 LDA #$01 ; Y = [n]. After this, the [n]th bit of A is set $9B/A6CD 80 01 BRA $01 ; [$A6D0] $9B/A6CF 0A ASL A $9B/A6D0 88 DEY $9B/A6D1 10 FC BPL $FC ; [$A6CF] $9B/A6D3 49 FF EOR #$FF ; Form an AND-Mask where all but that bit stay set $9B/A6D5 3D CF FB AND $FBCF,x ; Use the AND-Mask $9B/A6D8 9D CF FB STA $FBCF,x ; Store the result $9B/A6DB 7A PLY ; Restore Y, X and Data Byte from Stack $9B/A6DC FA PLX $9B/A6DD AB PLB $9B/A6DE 6B RTL
$9B/A910 ?
$9B/A910 7B TDC A:01F4 X:007C Y:0000 P:envMxdIzc $9B/A911 AF 87 BD 7E LDA $7EBD87[$7E:BD87] A:0000 X:007C Y:0000 P:envMxdIZc $9B/A915 3A DEC A A:0000 X:007C Y:0000 P:envMxdIZc $9B/A916 AA TAX A:00FF X:007C Y:0000 P:eNvMxdIzc $9B/A917 BF 20 A9 9B LDA $9BA920,x[$9B:AA1F] A:00FF X:00FF Y:0000 P:envMxdIzc $9B/A91B 8F 85 BD 7E STA $7EBD85[$7E:BD85] A:0017 X:00FF Y:0000 P:envMxdIzc $9B/A91F 6B RTL A:0017 X:00FF Y:0000 P:envMxdIzc
$9B/A920 ? Data Table
Table for the Subroutine above. Spans from $9B/A920 to $9B/AA1F
Bank $9C
$9C/8B49 Jump Table for $05C0
$9C/8B49 AD C0 05 LDA $05C0 ; Load Jump Table Index $9C/8B4C EB XBA ; Fill the other byte of A with #$00 $9C/8B4D A9 00 LDA #$00 $9C/8B4F EB XBA ; Switch it back and multiply by 2 $9C/8B50 0A ASL A $9C/8B51 AA TAX ; Transfer in X $9C/8B52 7C 55 8B JMP ($8B55,x) ; Table is at $9C/8B55, jump to the entry
$9C/8B55 Table for $9C/8B49
A7 8B $8BA7 - Entry #$00 49 8E $8E49 - Entry #$01 6A 8E $8E6A - Entry #$02 D2 8E $8ED2 - Entry #$03 7F 8F $8F7F - Entry #$04 70 90 $9070 - Entry #$05 E5 90 $90E5 - Entry #$06 F0 95 $95F0 - Entry #$07 30 97 $9730 - Entry #$08 97 98 $9897 - Entry #$09 A1 98 $98A1 - Entry #$0A 59 95 $9559 - Entry #$0B 75 99 $9975 - Entry #$0C 59 91 $9159 - Entry #$0D 8C 93 $938C - Entry #$0E
$9C/8BA7 Quest Logo?
A lot of loading, some Mode 7 stuff
This is a program part that $9C/8B49 jumps to.
$9C/8BA7 22 70 A1 80 JSL $80A170 ; Long Jump to Disable IRQ $9C/8BAB 22 4A A1 80 JSL $80A14A ; Long Jump to Deactivate NMI, Auto Joypad, HDMAs $9C/8BAF 22 B6 A1 80 JSL $80A1B6 ; Write Executable Code in WRAM $9C/8BB3 A9 30 LDA #$30 ; Write HBLANK/VBLANK IRQ activation bits in $4200 Buffer $9C/8BB5 1C AF 05 TRB $05AF $9C/8BB8 A9 FF LDA #$FF ; ??? (Sound related?) $9C/8BBA 85 F5 STA $F5 $9C/8BBC 20 DE 9C JSR $9CDE ; Wait to the end of HBLANK, then FBLANK $9C/8BBF 20 E7 BD JSR $BDE7 [$9C:BDE7] A:A180 X:05ED Y:0000 P:eNVMxdizc $9C/8BC2 AD 9D 17 LDA $179D [$9C:179D] A:0000 X:0000 Y:0000 P:envMxdiZC $9C/8BC5 D0 03 BNE $03 [$8BCA] A:0000 X:0000 Y:0000 P:envMxdiZC $9C/8BC7 20 91 C5 JSR $C591 [$9C:C591] A:0000 X:0000 Y:0000 P:envMxdiZC $9C/8BCA 64 36 STZ $36 [$00:0036] A:0000 X:0000 Y:0000 P:envMxdiZC $9C/8BCC 9C C7 0E STZ $0EC7 [$9C:0EC7] A:0000 X:0000 Y:0000 P:envMxdiZC $9C/8BCF 9C C9 11 STZ $11C9 [$9C:11C9] A:0000 X:0000 Y:0000 P:envMxdiZC $9C/8BD2 9C CA 11 STZ $11CA [$9C:11CA] A:0000 X:0000 Y:0000 P:envMxdiZC $9C/8BD5 22 98 C5 9C JSL $9CC598 ; Test SRAM $9C/8BD9 64 C1 STZ $C1 [$00:00C1] A:0020 X:0004 Y:0000 P:envMxdiZC $9C/8BDB A2 00 20 LDX #$2000 A:0020 X:0004 Y:0000 P:envMxdiZC $9C/8BDE 86 5A STX $5A [$00:005A] A:0020 X:2000 Y:0000 P:envMxdizC $9C/8BE0 86 5C STX $5C [$00:005C] A:0020 X:2000 Y:0000 P:envMxdizC $9C/8BE2 A2 00 A8 LDX #$A800 A:0020 X:2000 Y:0000 P:envMxdizC $9C/8BE5 86 5E STX $5E [$00:005E] A:0020 X:A800 Y:0000 P:eNvMxdizC $9C/8BE7 C2 20 REP #$20 A:0020 X:A800 Y:0000 P:eNvMxdizC $9C/8BE9 A9 00 00 LDA #$0000 ; Setup the whole VRAM Clear - DMA Data Size: Clear WHOLE VRAM $9C/8BEC 8F 05 43 00 STA $004305 $9C/8BF0 E2 20 SEP #$20 $9C/8BF2 A9 9C LDA #$9C ; Position of the Clear Byte: $9C/9258 $9C/8BF4 A2 58 92 LDX #$9258 $9C/8BF7 A0 00 00 LDY #$0000 ; VRAM Start Position: $0000 $9C/8BFA 22 81 9D 80 JSL $809D81 ; Long Jump to VRAM Clear $9C/8BFE 22 D2 9C 9C JSL $9C9CD2[$9C:9CD2] A:0001 X:9258 Y:0000 P:eNvMxdizC $9C/8C02 D0 01 BNE $01 [$8C05] A:0000 X:9258 Y:0000 P:envMxdiZC $9C/8C04 1A INC A A:0000 X:9258 Y:0000 P:envMxdiZC $9C/8C05 8F 02 42 00 STA $004202[$00:4202] A:0001 X:9258 Y:0000 P:envMxdizC $9C/8C09 A9 22 LDA #$22 A:0001 X:9258 Y:0000 P:envMxdizC $9C/8C0B 22 4F FD 85 JSL $85FD4F[$85:FD4F] A:0022 X:9258 Y:0000 P:envMxdizC $9C/8C0F 8F 03 42 00 STA $004203[$00:4203] A:00A0 X:9258 Y:0000 P:eNvMxdizc $9C/8C13 A0 57 9B LDY #$9B57 ; Decompress all the Tiles and Tilemaps for the Title Intro $9C/8C16 20 15 9B JSR $9B15 ; Decompress Data and transfer it to VRAM in a Row $9C/8C19 20 7B 9C JSR $9C7B [$9C:9C7B] A:FF80 X:FFFF Y:9BAF P:envMxdiZC $9C/8C1C A9 80 LDA #$80 ; VRAM settings ($2115) $9C/8C1E 85 0E STA $0E $9C/8C20 A0 00 00 LDY #$0000 ; VRAM Destination $9C/8C23 A2 00 14 LDX #$1400 ; Number of Bytes to transfer $9C/8C26 86 0C STX $0C $9C/8C28 A2 00 20 LDX #$2000 ; VRAM DMA Source Address: $7E/2000 $9C/8C2B A9 7E LDA #$7E $9C/8C2D 22 24 9F 80 JSL $809F24 ; Long Jump to VRAM: $7E/2000 to $0000 VRAM $9C/8C31 C2 20 REP #$20 $9C/8C33 7B TDC ; Clear 16-bit A $9C/8C34 AA TAX ; Clear X $9C/8C35 A0 A0 00 LDY #$00A0 $9C/8C38 BF 47 A0 CB LDA $CBA047,x ; Transfer the palettes for the whole manufacturer's logo intro... $9C/8C3C 9D 4B 12 STA $124B,x ; ... to the CGRAM buffer $9C/8C3F 9D 4B 14 STA $144B,x ; ... and a second CGRAM buffer? $9C/8C42 E8 INX $9C/8C43 E8 INX $9C/8C44 88 DEY $9C/8C45 D0 F1 BNE $F1 ; [$8C38] $9C/8C47 E2 20 SEP #$20 $9C/8C49 A9 09 LDA #$09 ; BG Mode 1 $9C/8C4B 8D 05 21 STA $2105 $9C/8C4E 8D 89 05 STA $0589 ; Update Buffer register, too $9C/8C51 A9 1C LDA #$1C ; BG Tilemap 1 is at $1C00 in VRAM $9C/8C53 8D 07 21 STA $2107 $9C/8C56 8D 8B 05 STA $058B ; Update Buffer register, too $9C/8C59 A9 14 LDA #$14 ; BG Tilemap 2 is at $1400 in VRAM $9C/8C5B 8D 08 21 STA $2108 $9C/8C5E 8D 8C 05 STA $058C ; Update Buffer register, too $9C/8C61 A9 1C LDA #$1C ; BG Tilemap 3 is at $1C00 in VRAM $9C/8C63 8D 09 21 STA $2109 $9C/8C66 8D 8D 05 STA $058D ; Update Buffer register, too $9C/8C69 A9 02 LDA #$02 ; Sprite size 8x8 and 64x64 $9C/8C6B 8D 88 05 STA $0588 ; Store only buffer $9C/8C6E A9 35 LDA #$35 ; BG1 Tiles at $3000, BG2 Tiles at $5000 $9C/8C70 8D 0B 21 STA $210B $9C/8C73 8D 8F 05 STA $058F ; Update Buffer register, too $9C/8C76 9C 0C 21 STZ $210C ; BG3/4 Tiles at $0000 $9C/8C79 9C 90 05 STZ $0590 ; Update Buffer register, too $9C/8C7C A9 02 LDA #$02 ; Only BG2 on Main Screen $9C/8C7E 8D 2C 21 STA $212C $9C/8C81 8D A6 05 STA $05A6 ; Update Buffer register, too $9C/8C84 9C 2D 21 STZ $212D ; Nothing on Subscreen $9C/8C87 9C A7 05 STZ $05A7 ; Update Buffer register, too $9C/8C8A A9 05 LDA #$05 ; BG3 Window Mask Designation on Main Screen $9C/8C8C 8D A8 05 STA $05A8 ; Update Buffer register, too $9C/8C8F 8D 2E 21 STA $212E $9C/8C92 9C A9 05 STZ $05A9 ; Update Buffer register, too $9C/8C95 9C 2F 21 STZ $212F ; No Window Mask Designation on Subscreen $9C/8C98 A9 02 LDA #$02 ; Add Subscreen - $2130 $9C/8C9A 8D AA 05 STA $05AA $9C/8C9D A9 E0 LDA #$E0 $9C/8C9F 8D AC 05 STA $05AC ; $2132 Buffer - Deactivate $9C/8CA2 8D AD 05 STA $05AD ; $2132 Buffer - Deactivate $9C/8CA5 8D AE 05 STA $05AE ; $2132 Buffer - Deactivate $9C/8CA8 9C 8A 05 STZ $058A ; $212E buffer. Window Mask Designation for Main Screen $9C/8CAB A2 68 97 LDX #$9768 ; Window 1 Left/Right Position $9C/8CAE 8E 26 21 STX $2126 $9C/8CB1 A2 03 03 LDX #$0303 ; Enable Window 1 and Window 1 Inversion for BG1/3 $9C/8CB4 8E 23 21 STX $2123 $9C/8CB7 A9 30 LDA #$30 ; Enable Window 1 and Window 1 Inversion for Color $9C/8CB9 8D 25 21 STA $2125 $9C/8CBC A9 26 LDA #$26 ; ??? $9C/8CBE 8D AB 05 STA $05AB $9C/8CC1 A9 01 LDA #$01 ; Set the Flag for CGRAM Update $9C/8CC3 8D 49 12 STA $1249 $9C/8CC6 7B TDC ; Clear 16-bit A $9C/8CC7 AA TAX ; Clear X $9C/8CC8 8E 91 05 STX $0591 ; (Mode 7) BG1 H Scroll = 0 $9C/8CCB 8E 93 05 STX $0593 ; (Mode 7) BG1 V Scroll = 0 $9C/8CCE 8E 97 05 STX $0597 ; BG2 V Scroll = 0 $9C/8CD1 CA DEX ; X = #$FFFF $9C/8CD2 8E 9B 05 STX $059B ; BG3 V Scroll = #$FFFF $9C/8CD5 A2 04 00 LDX #$0004 $9C/8CD8 8E 95 05 STX $0595 ; BG2 H Scroll = 4 $9C/8CDB 9C B0 05 STZ $05B0 ; HDMA Activation Flag Buffer $9C/8CDE A9 42 LDA #$42 ; HDMA Addressing Mode, 1 register write twice $9C/8CE0 8D 10 43 STA $4310 $9C/8CE3 8D 20 43 STA $4320 $9C/8CE6 A9 1B LDA #$1B ; First HDMA Destination: $211B (Mode 7 Matrix A) $9C/8CE8 8D 11 43 STA $4311 $9C/8CEB A9 1E LDA #$1E ; First HDMA Destination: $211E (Mode 7 Matrix D) $9C/8CED 8D 21 43 STA $4321 $9C/8CF0 A2 11 9B LDX #$9B11 ; HDMA Source address for both: $9C/9B11 -(000E:1B11) $9C/8CF3 8E 12 43 STX $4312 $9C/8CF6 8E 22 43 STX $4322 $9C/8CF9 A9 9C LDA #$9C $9C/8CFB 8D 14 43 STA $4314 $9C/8CFE 8D 24 43 STA $4324 $9C/8D01 A9 00 LDA #$00 ; Both HDMA Indirect addresses are on Bank $00 $9C/8D03 8D 17 43 STA $4317 $9C/8D06 8D 27 43 STA $4327 $9C/8D09 A9 00 LDA #$00 ; Mode 7 Settings $9C/8D0B 8D 1A 21 STA $211A $9C/8D0E 9C 1B 21 STZ $211B ; Mode 7 Matrix A $9C/8D11 A9 01 LDA #$01 $9C/8D13 8D 1B 21 STA $211B $9C/8D16 9C 1C 21 STZ $211C ; Mode 7 Matrix B $9C/8D19 9C 1C 21 STZ $211C $9C/8D1C 9C 1D 21 STZ $211D ; Mode 7 Matrix C $9C/8D1F 9C 1D 21 STZ $211D $9C/8D22 A9 01 LDA #$01 $9C/8D24 9C 1E 21 STZ $211E ; Mode 7 Matrix D $9C/8D27 8D 1E 21 STA $211E $9C/8D2A A9 80 LDA #$80 $9C/8D2C 8D 1F 21 STA $211F ; Mode 7 Center X $9C/8D2F 9C 1F 21 STZ $211F $9C/8D32 A9 58 LDA #$58 $9C/8D34 8D 20 21 STA $2120 ; Mode 7 Center X $9C/8D37 9C 20 21 STZ $2120 $9C/8D3A C2 20 REP #$20 $9C/8D3C A2 00 02 LDX #$0200 ; Write "$E000" at $7E/0100 for $200 byte - this clears OAM Buffer 1's Low Table $9C/8D3F A0 00 01 LDY #$0100 $9C/8D42 A9 00 E0 LDA #$E000 $9C/8D45 22 C8 9D 80 JSL $809DC8 $9C/8D49 A2 00 02 LDX #$0200 ; Write "$E000" at $7E/0320 for $200 byte - this clears OAM Buffer 2's Low Table $9C/8D4C A0 20 03 LDY #$0320 $9C/8D4F A9 00 E0 LDA #$E000 $9C/8D52 22 C8 9D 80 JSL $809DC8 $9C/8D56 A2 20 00 LDX #$0020 ; Write "$0000" at $7E/0300 for $20 byte - this clears OAM Buffer 1's High Table $9C/8D59 A0 00 03 LDY #$0300 $9C/8D5C A9 00 00 LDA #$0000 $9C/8D5F 22 C8 9D 80 JSL $809DC8 $9C/8D63 A2 20 00 LDX #$0020 ; Write "$0000" at $7E/0520 for $20 byte - this clears OAM Buffer 2's High Table $9C/8D66 A0 20 05 LDY #$0520 $9C/8D69 A9 00 00 LDA #$0000 $9C/8D6C 22 C8 9D 80 JSL $809DC8 $9C/8D70 7B TDC ; Clear 16-bit A $9C/8D71 AA TAX ; Clear X $9C/8D72 BF 9A DD 9C LDA $9CDD9A,x ; Transfer Data from ROM to WRAM $9C/8D76 9D 00 01 STA $0100,x ; This is for a OAM Low Table $9C/8D79 E8 INX $9C/8D7A E8 INX $9C/8D7B E0 08 01 CPX #$0108 $9C/8D7E D0 F2 BNE $F2 ; [$8D72] $9C/8D80 E2 20 SEP #$20 $9C/8D82 7B TDC ; Clear 16-bit A $9C/8D83 AA TAX ; Clear X $9C/8D84 BF 74 DD 9C LDA $9CDD74,x ; Transfer Data from ROM to WRAM $9C/8D88 9D 00 03 STA $0300,x ; This is for a OAM Hi Table $9C/8D8B E8 INX $9C/8D8C E0 11 00 CPX #$0011 $9C/8D8F D0 F3 BNE $F3 ; [$8D84] $9C/8D91 A2 00 01 LDX #$0100 ; OAM Buffer is at $0100 $9C/8D94 8E 45 05 STX $0545 $9C/8D97 A9 01 LDA #$01 ; Update OAM $9C/8D99 8D 40 05 STA $0540 $9C/8D9C A9 7F LDA #$7F ; Data Bank = $7F $9C/8D9E 48 PHA $9C/8D9F AB PLB $9C/8DA0 C2 20 REP #$20 $9C/8DA2 A2 00 80 LDX #$8000 ; Write "$001F" at $7F/0000 to $7F/7FFF $9C/8DA5 A0 00 00 LDY #$0000 $9C/8DA8 A9 1F 00 LDA #$001F $9C/8DAB 22 C8 9D 80 JSL $809DC8 $9C/8DAF E2 20 SEP #$20 ; This line could be removed? (If nothing ever jumps to $9C/8DB3) $9C/8DB1 4B PHK ; This line could be removed? $9C/8DB2 AB PLB ; This line could be removed? $9C/8DB3 A9 7F LDA #$7F ; This line could be removed? $9C/8DB5 48 PHA ; This line could be removed? $9C/8DB6 AB PLB ; This line could be removed? $9C/8DB7 C2 20 REP #$20 ; This line could be removed? $9C/8DB9 A2 00 60 LDX #$6000 ; Write "$0000" at $7F/A000 to $7F/FFFF $9C/8DBC A0 00 A0 LDY #$A000 $9C/8DBF A9 00 00 LDA #$0000 $9C/8DC2 22 C8 9D 80 JSL $809DC8 $9C/8DC6 E2 20 SEP #$20 $9C/8DC8 4B PHK ; Set Data Bank to $9C $9C/8DC9 AB PLB $9C/8DCA A9 85 LDA #$85 ; Data Address of colors for several palettes $85/B170 $9C/8DCC 85 22 STA $22 $9C/8DCE A2 70 B1 LDX #$B170 $9C/8DD1 86 20 STX $20 $9C/8DD3 20 AB 9C JSR $9CAB ; Replace three colors in several palettes $9C/8DD6 A9 CA LDA #$CA ; Set up address for transfer loop: $CA/BD25 $9C/8DD8 85 22 STA $22 $9C/8DDA A2 25 BD LDX #$BD25 $9C/8DDD 86 20 STX $20 $9C/8DDF 7B TDC ; Clear 16-bit A $9C/8DE0 AA TAX ; Clear X $9C/8DE1 A8 TAY ; Clear Y $9C/8DE2 A9 20 LDA #$20 ; Set up transfer loop counter $9C/8DE4 85 00 STA $00 $9C/8DE6 B7 20 LDA [$20],y ; ??? $9C/8DE8 9F 00 00 7F STA $7F0000,x ; ??? $9C/8DEC C8 INY $9C/8DED C6 00 DEC $00 $9C/8DEF D0 0E BNE $0E ; [$8DFF] $9C/8DFF E8 INX $9C/8E00 E8 INX $9C/8E01 C0 A0 01 CPY #$01A0 $9C/8E04 D0 E0 BNE $E0 ; [$8DE6] $9C/8DF1 C2 20 REP #$20 $9C/8DF3 8A TXA ; ??? $9C/8DF4 18 CLC ; ??? $9C/8DF5 69 C0 00 ADC #$00C0 ; ??? $9C/8DF8 AA TAX ; ??? $9C/8DF9 E2 20 SEP #$20 $9C/8DFB A9 20 LDA #$20 ; ??? $9C/8DFD 85 00 STA $00 ; ??? $9C/8E06 A9 00 LDA #$00 ; ??? $9C/8E08 22 03 80 8F JSL $8F8003 ; ??? $9C/8E0C A9 20 LDA #$20 ; ??? $9C/8E0E 22 03 80 8F JSL $8F8003 ; ??? $9C/8E12 64 E7 STZ $E7 ; ??? $9C/8E14 9C 9C 17 STZ $179C ; ??? $9C/8E17 9C E6 1E STZ $1EE6 ; ??? $9C/8E1A 7B TDC ; ??? $9C/8E1B AA TAX ; ??? $9C/8E1C 8E 61 00 STX $0061 ; ??? $9C/8E1F 8E 63 00 STX $0063 ; ??? $9C/8E22 8E 65 00 STX $0065 ; ??? $9C/8E25 8F 28 B2 7E STA $7EB228 ; ??? $9C/8E29 8F 29 B2 7E STA $7EB229 ; ??? $9C/8E2D 8F A9 B2 7E STA $7EB2A9 ; ??? $9C/8E31 EE C0 05 INC $05C0 ; ??? $9C/8E34 A9 00 LDA #$00 ; Deactivate FBLANK, Screen Brightness = 0% $9C/8E36 8D 00 21 STA $2100 $9C/8E39 8D 87 05 STA $0587 ; Update Buffer register, too $9C/8E3C 8D 6A 05 STA $056A ; Update (second?) Buffer register, too $9C/8E3F 22 27 A1 80 JSL $80A127 ; ??? $9C/8E43 A9 81 LDA #$81 ; Activate NMI and Auto-Joypad Read $9C/8E45 0C AF 05 TSB $05AF ; Store in Buffer $9C/8E48 60 RTS
$9C/8E49 ?
$9C/8E49 EE 9C 17 INC $179C [$9C:179C] A:0002 X:0002 Y:9E53 P:envMxdizc $9C/8E4C AD 9C 17 LDA $179C [$9C:179C] A:0002 X:0002 Y:9E53 P:envMxdizc $9C/8E4F C9 9E CMP #$9E A:0001 X:0002 Y:9E53 P:envMxdizc $9C/8E51 B0 03 BCS $03 [$8E56] A:0001 X:0002 Y:9E53 P:envMxdizc $9C/8E53 4C 64 9C JMP $9C64 ; ??? Screen fade in? $9C/8E56 4A LSR A A:009E X:0002 Y:9E53 P:envMxdiZC $9C/8E57 90 10 BCC $10 ; [$8E69] ??? Exit $9C/8E59 CE 87 05 DEC $0587 ; Decrement Screen Brightness (Buffer value) $9C/8E5C D0 0B BNE $0B ; [$8E69] Exit if Brightness hasn't reached zero $9C/8E5E A9 0C LDA #$0C A:005D X:0002 Y:9E53 P:envMxdiZC $9C/8E60 8D 8C 05 STA $058C [$9C:058C] A:000C X:0002 Y:9E53 P:envMxdizC $9C/8E63 9C 9C 17 STZ $179C [$9C:179C] A:000C X:0002 Y:9E53 P:envMxdizC $9C/8E66 EE C0 05 INC $05C0 [$9C:05C0] A:000C X:0002 Y:9E53 P:envMxdizC $9C/8E69 60 RTS
$9C/8E6A ?
$9C/8E6A EE 9C 17 INC $179C [$9C:179C] A:0004 X:0004 Y:9E53 P:envMxdizc $9C/8E6D AD 9C 17 LDA $179C [$9C:179C] A:0004 X:0004 Y:9E53 P:envMxdizc $9C/8E70 C9 96 CMP #$96 A:0001 X:0004 Y:9E53 P:envMxdizc $9C/8E72 D0 06 BNE $06 [$8E7A] A:0001 X:0004 Y:9E53 P:envMxdizc $9C/8E74 48 PHA A:0096 X:0004 Y:9E53 P:envMxdiZC $9C/8E75 A9 01 LDA #$01 A:0096 X:0004 Y:9E53 P:envMxdiZC $9C/8E77 85 F5 STA $F5 [$00:00F5] A:0001 X:0004 Y:9E53 P:envMxdizC $9C/8E79 68 PLA A:0001 X:0004 Y:9E53 P:envMxdizC $9C/8E7A C9 9E CMP #$9E A:0001 X:0004 Y:9E53 P:envMxdizc $9C/8E7C B0 03 BCS $03 [$8E81] A:0001 X:0004 Y:9E53 P:envMxdizc $9C/8E7E 4C 64 9C JMP $9C64 ; ??? Screen fade in? $9C/8E81 4A LSR A A:009E X:0004 Y:9E53 P:envMxdiZC $9C/8E82 90 4D BCC $4D ; [$8ED1] ??? Exit $9C/8E84 CE 87 05 DEC $0587 [$9C:0587] A:004F X:0004 Y:9E53 P:envMxdizC $9C/8E87 D0 48 BNE $48 ; [$8ED1] ??? Exit $9C/8E89 A9 10 LDA #$10 A:005D X:0004 Y:9E53 P:envMxdiZC $9C/8E8B 8D A6 17 STA $17A6 [$9C:17A6] A:0010 X:0004 Y:9E53 P:envMxdizC $9C/8E8E 9C A7 17 STZ $17A7 [$9C:17A7] A:0010 X:0004 Y:9E53 P:envMxdizC $9C/8E91 A9 00 LDA #$00 ; Setup the Address of CGRAM Buffer ($00/124B) in $20-$22 $9C/8E93 85 22 STA $22 $9C/8E95 A2 4B 12 LDX #$124B $9C/8E98 86 20 STX $20 $9C/8E9A A9 9C LDA #$9C A:0000 X:124B Y:9E53 P:envMxdizC $9C/8E9C 85 25 STA $25 [$00:0025] A:009C X:124B Y:9E53 P:eNvMxdizC $9C/8E9E A2 D4 DC LDX #$DCD4 A:009C X:124B Y:9E53 P:eNvMxdizC $9C/8EA1 86 23 STX $23 [$00:0023] A:009C X:DCD4 Y:9E53 P:eNvMxdizC $9C/8EA3 22 14 AA 83 JSL $83AA14[$83:AA14] A:009C X:DCD4 Y:9E53 P:eNvMxdizC $9C/8EA7 9C 87 05 STZ $0587 ; $2100 Buffer - Turn Screen off $9C/8EAA A9 02 LDA #$02 ; $212C Buffer - Put BG2 on Main Screen $9C/8EAC 8D A6 05 STA $05A6 $9C/8EAF A9 01 LDA #$01 ; $212D Buffer - Put BG1 on Subscreen $9C/8EB1 8D A7 05 STA $05A7 $9C/8EB4 A9 18 LDA #$18 ; BG1 Tilemap Address: $1800 $9C/8EB6 8D 8B 05 STA $058B $9C/8EB9 A9 10 LDA #$10 ; BG2 Tilemap Address: $1000 $9C/8EBB 8D 8C 05 STA $058C $9C/8EBE A9 53 LDA #$53 ; BG2 Tileset Address: $5000, BG1 Tileset Address: $3000 $9C/8EC0 8D 8F 05 STA $058F $9C/8EC3 7B TDC ; Clear 16-bit A $9C/8EC4 AA TAX ; Clear X $9C/8EC5 8E 9C 17 STX $179C [$9C:179C] A:0000 X:0000 Y:0020 P:envMxdiZc $9C/8EC8 8E 9E 17 STX $179E [$9C:179E] A:0000 X:0000 Y:0020 P:envMxdiZc $9C/8ECB 8E 95 05 STX $0595 ; BG2 Horizontal Scroll Register $9C/8ECE EE C0 05 INC $05C0 ; ??? Increment Jump Table Index $9C/8ED1 60 RTS
$9C/8ED2 ?
$9C/8ED2 AE 9C 17 LDX $179C [$9C:179C] A:0006 X:0006 Y:0020 P:envMxdizc $9C/8ED5 E8 INX A:0006 X:0000 Y:0020 P:envMxdiZc $9C/8ED6 8E 9C 17 STX $179C [$9C:179C] A:0006 X:0001 Y:0020 P:envMxdizc $9C/8ED9 E0 AE 01 CPX #$01AE A:0006 X:0001 Y:0020 P:envMxdizc $9C/8EDC D0 44 BNE $44 [$8F22] A:0006 X:0001 Y:0020 P:eNvMxdizc
Code is missing here
$9C/8F22 E0 24 01 CPX #$0124 A:0006 X:0001 Y:0020 P:eNvMxdizc $9C/8F25 90 54 BCC $54 ; [$8F7B] Branch if less than #$0124
Code is missing here
$9C/8F7B 20 64 9C JSR $9C64 ; Screen fade in $9C/8F7E 60 RTS
$9C/9053 Transfer colors to CGRAM buffer
This transfers colors to the CGRAM buffer and sets the flag that CGRAM gets updated the next time
A contains the number of Colors (number of 16-bit-values!) to transfer
X contains the Index where to store in the CGRAM buffer
$20-$22 contain the Load Address.
$9C/9053 85 00 STA $00 ; Carried in A value is the counter value for the transfer $9C/9055 64 01 STZ $01 ; Clear upper Byte of the counter $9C/9057 7B TDC ; Clear 16 bit A $9C/9058 A8 TAY ; Clear Y $9C/9059 C2 20 REP #$20 $9C/905B B7 20 LDA [$20],y ; Transfer data from address $9C/905D 9D 4B 12 STA $124B,x ; Store CGRAM buffer $9C/9060 C8 INY ; Increment Load index $9C/9061 C8 INY $9C/9062 E8 INX ; Increment Store index $9C/9063 E8 INX $9C/9064 C6 00 DEC $00 ; Decrement Loop counter $9C/9066 D0 F3 BNE $F3 ; [$905B] $9C/9068 E2 20 SEP #$20 $9C/906A A9 01 LDA #$01 ; Set Flag for CGRAM Update $9C/906C 8D 49 12 STA $1249 $9C/906F 60 RTS
$9C/9234 ?
I don't know if this subroutine starts here, just for a quick note
$9C/9234 A9 21 LDA #$21 A:00FF X:001A Y:01A1 P:envMxdiZC $9C/9236 22 03 80 8F JSL $8F8003[$8F:8003] A:0021 X:001A Y:01A1 P:envMxdizC
The "$21" is the sound that gets played when the soldier hits the archeress in the intro demo
$9C/9258 Clear Byte for $9C/8BE9
$9C/9258 00 00
$9C/98A1 Title Screen BG1 Tilemap builder
This builds the BG1 tilemap for the TO start screen in WRAM at $7F:E000
$9C/98A1 A9 7F LDA #$7F ; Setup 24-bit Address in $20: $7F:E000 $9C/98A3 85 22 STA $22 $9C/98A5 A2 00 E0 LDX #$E000 $9C/98A8 86 20 STX $20 $9C/98AA 7B TDC ; Clear 16-bit A $9C/98AB AA TAX ; Clear X $9C/98AC A8 TAY ; Clear Y $9C/98AD BF 25 BD CA LDA $CABD25,x ; This loads the Low byte of the Tilemap from the ROM $9C/98B1 EB XBA $9C/98B2 A9 32 LDA #$32 ; This adds the Tilemap high byte of #$32 $9C/98B4 EB XBA $9C/98B5 C2 20 REP #$20 ; A = 16 bit $9C/98B7 97 20 STA [$20],y ; This now stores both bytes in WRAM $9C/98B9 E2 20 SEP #$20 ; A = 8 bit $9C/98BB C8 INY ; Increment the index registers $9C/98BC C8 INY $9C/98BD E8 INX $9C/98BE E0 A0 01 CPX #$01A0 $9C/98C1 D0 EA BNE $EA ; [$98AD]
THis transers some palettes to the CGRAM buffer. These are the palettes that are used in the intro sequence where the text appears on the cloudy sky.
$9C/98C3 A9 CB LDA #$CB ; Data Address of a palette: $CB/A047 (= $0025:A047) $9C/98C5 85 22 STA $22 $9C/98C7 A2 47 A0 LDX #$A047 $9C/98CA 86 20 STX $20 $9C/98CC A9 10 LDA #$10 ; Transfer #$10 Colors $9C/98CE A2 80 00 LDX #$0080 ; Transfer it as the palette no. 0 for sprites $9C/98D1 20 53 90 JSR $9053 ; Transfer Data into the CGRAM Buffer $9C/98D4 A9 20 LDA #$20 ; Transfer the #$20 Colors after that $9C/98D6 A2 00 00 LDX #$0000 ; And set them as BG palettes $9C/98D9 20 53 90 JSR $9053 ; Transfer Data into the CGRAM Buffer $9C/98DC A9 08 LDA #$08 ; Transfer half an palette $9C/98DE A2 A0 00 LDX #$00A0 ; Somethere in the sprite palette department $9C/98E1 20 53 90 JSR $9053 ; Transfer Data into the CGRAM Buffer $9C/98E4 A9 CB LDA #$CB ; Reset the address to $CB/A047 as before $9C/98E6 85 22 STA $22 $9C/98E8 A2 47 A0 LDX #$A047 $9C/98EB 86 20 STX $20 $9C/98ED A9 10 LDA #$10 ; Transfer #$10 Colors (which should be an all-pitchblack palette) $9C/98EF A2 20 00 LDX #$0020 ; Set it as third BG palette $9C/98F2 20 53 90 JSR $9053 ; Transfer Data into the CGRAM Buffer
$9C/98F5 A2 FE 01 LDX #$01FE ; BG1-H-Scroll: #$1FE $9C/98F8 8E 91 05 STX $0591 $9C/98FB A2 FF 01 LDX #$01FF ; BG1-V-Scroll: #$1FF $9C/98FE 8E 93 05 STX $0593 $9C/9901 A9 03 LDA #$03 ; BG1 Tiles are at $3000 in VRAM (BG2 Tiles at $0000) $9C/9903 8D 8F 05 STA $058F ; Store in Buffer register $9C/9906 A9 11 LDA #$11 ; BG3/4 Tiles are at $1000 in VRAM $9C/9908 8D 90 05 STA $0590 ; Store in Buffer register $9C/990B A9 70 LDA #$70 ; BG1 Tilemap at $7000 in VRAM $9C/990D 8D 8B 05 STA $058B ; Store in Buffer register $9C/9910 A9 01 LDA #$01 ; Show BG1 on Main Screen $9C/9912 8D A6 05 STA $05A6 ; Store in Buffer register $9C/9915 A9 29 LDA #$29 ; Mode 1 + BG3 priority, BG2 with big Tiles $9C/9917 8D 89 05 STA $0589 ; Store in Buffer register $9C/991A A9 80 LDA #$80 ; Settings for $2115 for the upcoming VRAM DMA $9C/991C 85 0E STA $0E $9C/991E A0 00 70 LDY #$7000 ; VRAM destination: $7000 (BG1 Tilemap) $9C/9921 A2 40 03 LDX #$0340 ; Transfer $0340 Bytes $9C/9924 86 0C STX $0C $9C/9926 A2 00 E0 LDX #$E000 ; Source Address: $7F/E000 $9C/9929 A9 7F LDA #$7F $9C/992B 22 24 9F 80 JSL $809F24 ; Sets up and executes a DMA from $7F/E000 to VRAM $7000 $9C/992F 7B TDC ; Clear 16-bit A $9C/9930 AA TAX ; Clear X $9C/9931 8E 99 05 STX $0599 ; ??? $9C/9934 A9 78 LDA #$78 ; BG2 Tilemap at $7800 $9C/9936 8D 8C 05 STA $058C ; Store in Buffer register $9C/9939 A9 74 LDA #$74 ; BG3 Tilemap at $7400 $9C/993B 8D 8D 05 STA $058D ; Store in Buffer register $9C/993E A9 15 LDA #$15 ; Show BG1-3 + Sprites on Main Screen $9C/9940 8D A6 05 STA $05A6 ; Store in Buffer register $9C/9943 A9 02 LDA #$02 ; Show BG2 on Subscreen $9C/9945 8D A7 05 STA $05A7 ; Store in Buffer register $9C/9948 A9 04 LDA #$04 ; ??? $9C/994A 8D AB 05 STA $05AB ; ??? $9C/994D A9 10 LDA #$10 ; ??? $9C/994F 8D A6 17 STA $17A6 ; ??? $9C/9952 9C A7 17 STZ $17A7 ; ??? $9C/9955 A9 CB LDA #$CB ; Reset the address to $CB/A047 as before $9C/9957 85 22 STA $22 $9C/9959 A2 47 A0 LDX #$A047 $9C/995C 86 20 STX $20 $9C/995E A9 9C LDA #$9C ; Setup 24-bit addresss in $23: $9C/DEA2 $9C/9960 85 25 STA $25 $9C/9962 A2 A2 DE LDX #$DEA2 $9C/9965 86 23 STX $23 $9C/9967 22 14 AA 83 JSL $83AA14 ; ??? $9C/996B 9C 9C 17 STZ $179C ; ??? $9C/996E 9C 9D 17 STZ $179D ; ??? $9C/9971 EE C0 05 INC $05C0 ; ??? $9C/9974 60 RTS
$9C/9B15 Decompress Data and transfer it to VRAM in a Row
This subroutine decompresses and transfers data to VRAM and can do this in a row.
It has to receive the address of a list of data to do, this list has to be structured this way:
3 bytes - 24-bit address for the temp store of the decompressed data 3 bytes - 24-bit address of the compressed data 2 bytes - VRAM destination / VRAM DMA transfer leave-out flag
If as VRAM destination you have $8000, the VRAM DMA gets left out. If after any of these 8 byte entries there is a $FFFF, this subroutine gets exited.
When this subroutine is called, Y contains the address of the data list - the Data Bank has to be set to the list's bank.
$9C/9B15 B9 02 00 LDA $0002,y ; Load the 1st 3 bytes and set them as store address of the decomp subroutine $9C/9B18 85 22 STA $22 $9C/9B1A BE 00 00 LDX $0000,y $9C/9B1D 86 20 STX $20 $9C/9B1F C8 INY ; Increment the Load Index thrice $9C/9B20 C8 INY $9C/9B21 C8 INY $9C/9B22 B9 02 00 LDA $0002,y ; Load next three bytes - the address of the compressed data $9C/9B25 BE 00 00 LDX $0000,y $9C/9B28 C8 INY ; Increment the Load Index thrice $9C/9B29 C8 INY $9C/9B2A C8 INY $9C/9B2B 5A PHY ; Buffer Load Index on Stack $9C/9B2C 22 E5 F9 81 JSL $81F9E5 ; Decompress data $9C/9B30 7A PLY ; Restore Load Index $9C/9B31 A6 0E LDX $0E ; Load size of decompressed data... $9C/9B33 86 0C STX $0C ; ... set it as bytes to transfer $9C/9B35 A9 80 LDA #$80 ; VRAM settings ($2115) $9C/9B37 85 0E STA $0E $9C/9B39 BE 00 00 LDX $0000,y ; Load next two bytes (VRAM destination) $9C/9B3C C8 INY ; Increment the Load Index twice $9C/9B3D C8 INY $9C/9B3E 5A PHY ; Buffer Load Index on Stack $9C/9B3F 9B TXY ; Transfer VRAM destination to Y (for the upcoming VRAM DMA subroutine) $9C/9B40 C0 00 80 CPY #$8000 ; If "VRAM Destination" is $8000, leave out the VRAM DMA $9C/9B43 F0 08 BEQ $08 ; [$9B4D] $9C/9B45 A6 20 LDX $20 ; Pick up the decrompession address as source address for the VRAM DMA $9C/9B47 A5 22 LDA $22 $9C/9B49 22 24 9F 80 JSL $809F24 ; Long Jump to VRAM DMA $9C/9B4D 7A PLY ; Restore Load Index $9C/9B4E BE 00 00 LDX $0000,y ; Load next double byte $9C/9B51 E0 FF FF CPX #$FFFF ; Look if there is the End-signal $9C/9B54 D0 BF BNE $BF ; [$9B15] Loop if not $9C/9B56 60 RTS
$9C/9B57 Data List for $9C/9B15
This is a list of compressed data for the subroutine at $9C/9B15 to decompress and transfer to VRAM.
00 20 7E BB BF DF 00 10 ; Sky Tilemap 00 20 7E 53 BC DF 00 1C ; Intro Japanese text Tilemap 00 20 7E 63 B2 DF 00 70 ; Part of the Sky Tileset 00 20 7E 80 9F DF 00 60 ; Part of the Sky Tileset 00 20 7E EB 8B DF 00 50 ; Part of the Sky Tileset 00 20 7E 45 C5 DF 00 14 ; Quest Logo Tilemap 00 20 7E DC C5 DF 00 18 ; "Quest Presents" Tilemap 00 20 7E 6E C6 DF 00 0C ; Hermit Logo Tilemap 00 20 7E 07 E9 DE 00 30 ; Part of Intro Japanese text Tileset 00 40 7E 3B FD DE 00 40 ; Part of Intro Japanese text Tileset/Quest/Hermet/"Quest Presents" Tileset 00 94 7F 20 CD DF 00 80 ; ??? (Don't transfer to VRAM) FF FF
$9C/9C64 Screen fade in
$9C/9C64 AD 87 05 LDA $0587 ; Check if Screen Brightness is on maximum or FBLANK is active $9C/9C67 C9 0F CMP #$0F $9C/9C69 90 01 BCC $01 ; [$9C6C] Exit if it is $9C/9C6B 60 RTS $9C/9C6C A9 01 LDA #$01 ; Set Screen Fade In Flag $9C/9C6E 8D C2 05 STA $05C2 $9C/9C71 22 6A 8D 80 JSL $808D6A ; Turn Brightness higher if not maximum $9C/9C75 22 8A A1 80 JSL $80A18A ; ??? Wait for NMI $9C/9C79 18 CLC $9C/9C7A 60 RTS
$9C/9C7B ?
This subroutine merges data in WRAM. This builds a tilemap, IIRC.
$9C/9C7B C2 20 REP #$20 ; 16 Bit A $9C/9C7D 7B TDC ; Clear A, X, Y $9C/9C7E AA TAX $9C/9C7F A8 TAY $9C/9C80 F4 00 7E PEA $7E00 ; Set Data Bank to $7E $9C/9C83 AB PLB $9C/9C84 AB PLB $9C/9C85 A9 08 00 LDA #$0008 A:0000 X:0000 Y:0000 P:envmxdizC $9C/9C88 85 00 STA $00 [$00:0000] A:0008 X:0000 Y:0000 P:envmxdizC $9C/9C8A BD 00 20 LDA $2000,x[$7E:2000] A:0008 X:0000 Y:0000 P:envmxdizC $9C/9C8D 1D 10 20 ORA $2010,x[$7E:2010] A:0000 X:0000 Y:0000 P:envmxdiZC $9C/9C90 99 00 20 STA $2000,y[$7E:2000] A:0000 X:0000 Y:0000 P:envmxdiZC $9C/9C93 E8 INX A:0000 X:0000 Y:0000 P:envmxdiZC $9C/9C94 E8 INX A:0000 X:0001 Y:0000 P:envmxdizC $9C/9C95 C8 INY A:0000 X:0002 Y:0000 P:envmxdizC $9C/9C96 C8 INY A:0000 X:0002 Y:0001 P:envmxdizC $9C/9C97 C6 00 DEC $00 [$00:0000] A:0000 X:0002 Y:0002 P:envmxdizC $9C/9C99 D0 EF BNE $EF [$9C8A] A:0000 X:0002 Y:0002 P:envmxdizC $9C/9C9B 8A TXA A:0000 X:0010 Y:0010 P:envmxdiZC $9C/9C9C 18 CLC A:0010 X:0010 Y:0010 P:envmxdizC $9C/9C9D 69 10 00 ADC #$0010 A:0010 X:0010 Y:0010 P:envmxdizc $9C/9CA0 AA TAX A:0020 X:0010 Y:0010 P:envmxdizc $9C/9CA1 C0 00 14 CPY #$1400 A:0020 X:0020 Y:0010 P:envmxdizc $9C/9CA4 D0 DF BNE $DF [$9C85] A:0020 X:0020 Y:0010 P:eNvmxdizc $9C/9CA6 4B PHK ; Set Data Bank to $9C $9C/9CA7 AB PLB $9C/9CA8 E2 20 SEP #$20 ; 8 Bit A $9C/9CAA 60 RTS
$9C/9CAB Replace three colors in several palettes
This subroutine replaces three colors in several palettes
$9C/9CAB A0 06 00 LDY #$0006 ; Set up the Loop Counter $9C/9CAE A2 42 01 LDX #$0142 ; Where to store in CGRAM buffer (sprite palettes) $9C/9CB1 A9 03 LDA #$03 ; Number of colors $9C/9CB3 5A PHY ; Push Y on the counter, because Y needs to be used in the upcoming Subroutine $9C/9CB4 DA PHX ; Buffer the start point where to store $9C/9CB5 20 53 90 JSR $9053 ; Transfer Data into the CGRAM Buffer $9C/9CB8 FA PLX ; Restore the start point where to store $9C/9CB9 7A PLY ; Restore loop counter $9C/9CBA 88 DEY ; Decrement counter $9C/9CBB F0 14 BEQ $14 ; [$9CD1] Exit if counter reached zero $9C/9CBD C2 20 REP #$20 $9C/9CBF A5 20 LDA $20 ; Load Data Source Address $9C/9CC1 18 CLC ; Increase the Address (6 bytes were transfered, so increase by 6) $9C/9CC2 69 06 00 ADC #$0006 $9C/9CC5 85 20 STA $20 ; Store back $9C/9CC7 8A TXA ; Add #$20 to the start point where to store - point at the next palette $9C/9CC8 18 CLC $9C/9CC9 69 20 00 ADC #$0020 $9C/9CCC AA TAX ; Transfer back to X $9C/9CCD E2 20 SEP #$20 $9C/9CCF 80 E0 BRA $E0 ; [$9CB1] $9C/9CD1 60 RTS
$9C/9CDE Wait to the end of HBLANK, then FBLANK
$9C/9CDE A9 80 LDA #$80 $9C/9CE0 2C 12 42 BIT $4212 $9C/9CE3 70 FB BVS $FB ; [$9CE0] Wait for a HBLANK to start $9C/9CE5 2C 12 42 BIT $4212 $9C/9CE8 50 FB BVC $FB ; [$9CE5] Wait for a HBLANK to end $9C/9CEA 8D 00 21 STA $2100 ; FBLANK $9C/9CED 8D 87 05 STA $0587 ; Update $2100 Buffer 1 $9C/9CF0 8D 6A 05 STA $056A ; Update $2100 Buffer 2 $9C/9CF3 9C 2C 21 STZ $212C ; Remove all Main Screen Designations $9C/9CF6 9C 2D 21 STZ $212D ; Remove all Subscreen Designations $9C/9CF9 60 RTS
$9C/C598 Test SRAM and store in it
$9C/C598 7B TDC ; Clear 16-bit A $9C/C599 AA TAX ; Clear X $9C/C59A BF CA C5 9C LDA $9CC5CA,x ; Transfer the ASCII-Code "#T-O" in SRAM $9C/C59E 9F 00 00 70 STA $700000,x $9C/C5A2 E8 INX $9C/C5A3 E0 04 00 CPX #$0004 $9C/C5A6 D0 F2 BNE $F2 ; [$C59A] $9C/C5A8 BF CA C5 9C LDA $9CC5CA,x ; Test if the ASCII-Code is in SRAM $9C/C5AC DF 00 00 70 CMP $700000,x $9C/C5B0 D0 07 BNE $07 [$C5B9] A:0043 X:0004 Y:0000 P:eNvMxdizc $9C/C5B2 E8 INX ; MANUALLY DISASSEMBLED LINE $9C/C5B3 E0 08 00 CPX #$0008 ; MANUALLY DISASSEMBLED LINE $9C/C5B6 D0 F0 BNE $F0 ; [$C5A8] MANUALLY DISASSEMBLED LINE $9C/C5B8 6B RTL ; MANUALLY DISASSEMBLED LINE $9C/C5B9 7B TDC ; Clear 16-bit A $9C/C5BA AA TAX ; Clear X $9C/C5BB BF D2 C5 9C LDA $9CC5D2,x ; Transfer the ASCII-Code "GRE " in SRAM $9C/C5BF 9F 04 00 70 STA $700004,x $9C/C5C3 E8 INX A:0047 X:0000 Y:0000 P:envMxdizc $9C/C5C4 E0 04 00 CPX #$0004 A:0047 X:0001 Y:0000 P:envMxdizc $9C/C5C7 D0 F2 BNE $F2 [$C5BB] A:0047 X:0001 Y:0000 P:eNvMxdizc $9C/C5C9 6B RTL A:0020 X:0004 Y:0000 P:envMxdiZC $9C/C5CA 23 54 2D 4F ASCII-Code for "#T-O" $9C/C5CE 43 4F 4D 50 ASCII-Code for "COMP" $9C/C5D2 47 52 45 20 ASCII-Code for "GRE "
$9C/C7D3 Stuff with the NES-Style Controller Registers
$9C/C7D3 08 PHP ; Push Flag Register $9C/C7D4 E2 20 SEP #$20 $9C/C7D6 A9 00 LDA #$00 ; Deactivate NMI and Auto-Joypad Read $9C/C7D8 8F 00 42 00 STA $004200 $9C/C7DC A9 01 LDA #$01 ; The NES-style Joypad Access... Doin' some latchin' $9C/C7DE 8F 16 40 00 STA $004016 $9C/C7E2 A9 00 LDA #$00 $9C/C7E4 8F 16 40 00 STA $004016 $9C/C7E8 85 00 STA $00 ; ??? $9C/C7EA 85 01 STA $01 ; ??? $9C/C7EC 85 02 STA $02 ; ??? $9C/C7EE 85 03 STA $03 ; ??? $9C/C7F0 A2 08 00 LDX #$0008 ; ??? $9C/C7F3 AF 17 40 00 LDA $004017 ; ??? $9C/C7F7 4A LSR A ; ??? $9C/C7F8 26 01 ROL $01 ; ??? $9C/C7FA CA DEX ; ??? $9C/C7FB D0 F6 BNE $F6 ; ??? $9C/C7FD A2 08 00 LDX #$0008 ; ??? $9C/C800 AF 17 40 00 LDA $004017 ; ??? $9C/C804 4A LSR A ; ??? $9C/C805 26 00 ROL $00 ; ??? $9C/C807 CA DEX ; ??? $9C/C808 D0 F6 BNE $F6 ; ??? $9C/C80A A2 08 00 LDX #$0008 ; ??? $9C/C80D AF 17 40 00 LDA $004017 ; ??? $9C/C811 4A LSR A ; ??? $9C/C812 26 02 ROL $02 ; ??? $9C/C814 CA DEX ; ??? $9C/C815 D0 F6 BNE $F6 ; ??? $9C/C817 A9 81 LDA #$81 ; Reactivate NMI and Auto Joypad Read $9C/C819 8F 00 42 00 STA $004200 $9C/C81D 28 PLP ; Restore Flag Register $9C/C81E 60 RTS
Bank $9D
$9D/9FE4 Clear BG3 Tilemap Buffer
This subroutine writes an empty tilemap for BG3 in WRAM. It writes at 7E/A800 "$03EE" for $800 bytes and transfers this to VRAM at $3C00, where the BG3 Tilemap in many/most of the cases is located. "$03EE" is of course an empty tile - "$0000" is used by some sprite tiles.
This is about the same as the subroutine at $82/B1DA, but the other one transfers this to VRAM in the same move, but this one only does the preparation for this in WRAM.
$9D/9FE4 8B PHB ; Buffer Data Bank Register on Stack $9D/9FE5 A9 7E LDA #$7E ; Set Data Bank to $7E $9D/9FE7 48 PHA $9D/9FE8 AB PLB $9D/9FE9 C2 20 REP #$20 $9D/9FEB A2 00 08 LDX #$0800 ; Write "$03EE" at $7E/A800 and onwards for #$0800 times $9D/9FEE A0 00 A8 LDY #$A800 $9D/9FF1 A9 EE 03 LDA #$03EE $9D/9FF4 22 C8 9D 80 JSL $809DC8 $9D/9FF8 E2 20 SEP #$20 A:03EE X:0000 Y:B000 P:envmxdiZc $9D/9FFA AB PLB ; Restore Data Bank $9D/9FFB 6B RTL
$9D/A998 ?
$9D/A998 8B PHB ; Buffer Data Bank Register on Stack $9D/A999 4B PHK ; Set Data Bank to $9D $9D/A99A AB PLB $9D/A99B 22 C4 F3 81 JSL $81F3C4 ; Fade Screen out $9D/A99F 22 4A A1 80 JSL $80A14A ; Deactivate NMI, Auto-Joypad and HDMAs $9D/A9A3 9C 36 00 STZ $0036 ; ??? $9D/A9A6 22 6B B6 80 JSL $80B66B ; Clear Registers, clear WRAM Bank $7F $9D/A9AA 22 45 B5 80 JSL $80B545 ; Clear Graphic Setup Registers $9D/A9AE 22 C5 B5 80 JSL $80B5C5 ; ??? Clears some values $9D/A9B2 22 B6 A1 80 JSL $80A1B6 ; Write Executable Code in WRAM $9D/A9B6 A9 01 LDA #$01 ; DEACTIVATE MASK WINDOWS $9D/A9B8 8F 26 21 00 STA $002126 ; Set Windows Left Positions to 1 $9D/A9BC 8F 28 21 00 STA $002128 $9D/A9C0 7B TDC ; Set Windows Right Positions to 0 $9D/A9C1 8F 27 21 00 STA $002127 $9D/A9C5 8F 29 21 00 STA $002129 $9D/A9C9 A9 00 LDA #$00 A:0000 X:05ED Y:0000 P:envMxdiZC $9D/A9CB 22 A5 9B 9B JSL $9B9BA5 ; (Decompress and) Transfer graphic data sets to VRAM $9D/A9CF A9 01 LDA #$01 A:FFFF X:0500 Y:9C60 P:eNvMxdizC $9D/A9D1 22 A5 9B 9B JSL $9B9BA5 ; (Decompress and) Transfer graphic data sets to VRAM $9D/A9D5 A9 03 LDA #$03 A:FFFF X:0500 Y:9C60 P:eNvMxdizC $9D/A9D7 85 A4 STA $A4 [$00:00A4] A:FF03 X:0500 Y:9C60 P:envMxdizC $9D/A9D9 A9 00 LDA #$00 A:FF03 X:0500 Y:9C60 P:envMxdizC $9D/A9DB 85 A5 STA $A5 [$00:00A5] A:FF00 X:0500 Y:9C60 P:envMxdiZC $9D/A9DD A9 00 LDA #$00 A:FF00 X:0500 Y:9C60 P:envMxdiZC $9D/A9DF 22 A4 9C 9B JSL $9B9CA4[$9B:9CA4] A:FF00 X:0500 Y:9C60 P:envMxdiZC $9D/A9E3 A2 00 00 LDX #$0000 $9D/A9E6 8E 91 05 STX $0591 ; Reset BG1 H-Scroll $9D/A9E9 8E 93 05 STX $0593 ; Reset BG1 V-Scroll $9D/A9EC 8E 95 05 STX $0595 ; Reset BG2 H-Scroll $9D/A9EF 8E 97 05 STX $0597 ; Reset BG2 V-Scroll $9D/A9F2 8E 99 05 STX $0599 ; Reset BG3 H-Scroll $9D/A9F5 8E 9B 05 STX $059B ; Reset BG3 V-Scroll $9D/A9F8 9C 0C 42 STZ $420C ; Disable all HDMAs... $9D/A9FB 9C B0 05 STZ $05B0 ; ... and clear $420C buffer $9D/A9FE 22 00 80 86 JSL $868000[$86:8000] A:1200 X:0000 Y:0200 P:envMxdiZc $9D/AA02 A2 FF FF LDX #$FFFF A:FFFF X:FFFE Y:0200 P:eNvMxdizc $9D/AA05 8E 3D 00 STX $003D [$9D:003D] A:FFFF X:FFFF Y:0200 P:eNvMxdizc $9D/AA08 22 01 BE 9E JSL $9EBE01 ; Clear OAM Buffers $9D/AA0C 22 E4 9F 9D JSL $9D9FE4[$9D:9FE4] A:FF00 X:0100 Y:0020 P:envMxdizC $9D/AA10 22 36 E8 81 JSL $81E836[$81:E836] A:03EE X:0000 Y:B000 P:eNvMxdizc $9D/AA14 22 49 E8 81 JSL $81E849[$81:E849] A:03EE X:FFFF Y:B000 P:eNvMxdizc $9D/AA18 22 27 A1 80 JSL $80A127 ; Activate NMI and Auto-Joypad Read $9D/AA1C 22 62 A1 80 JSL $80A162 ; Enable VBLANK IRQ $9D/AA20 AB PLB ; Restore Bank $9D/AA21 6B RTL
$9D/AE67 Deactivate Mask Windows
This sets the left position of the Mask Windows to 1 and the right positions to 0, which deactivates the windows.
$9D/AE67 A9 01 LDA #$01 ; Set Windows Left Positions to 1 $9D/AE69 8F 26 21 00 STA $002126 $9D/AE6D 8F 28 21 00 STA $002128 $9D/AE71 7B TDC ; Set Windows Right Positions to 0 $9D/AE72 8F 27 21 00 STA $002127 $9D/AE76 8F 29 21 00 STA $002129 $9D/AE7A 6B RTL
Bank $9E
$9E/9FDA Clear All Figures' Table Entries
$9E/9F4B 8B PHB ; Buffer Data Bank Register on Stack $9E/9F4C A9 00 LDA #$00 ; Set Data Bank to $00 $9E/9F4E 48 PHA $9E/9F4F AB PLB $9E/9F50 7B TDC ; Clear 16-bit A $9E/9F51 AA TAX ; Clear X $9E/9F52 86 39 STX $39 [$00:0039] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/9F54 86 3B STX $3B [$00:003B] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/9F56 86 91 STX $91 [$00:0091] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/9F58 8E E6 1E STX $1EE6 [$00:1EE6] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/9F5B 64 8E STZ $8E [$00:008E] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/9F5D 22 DA 9F 9E JSL $9E9FDA ; Clear Figure's Table Entries $9E/9F61 E8 INX ; Increment X twice - do next Figure $9E/9F62 E8 INX $9E/9F63 E0 28 00 CPX #$0028 ; Do all Figures $9E/9F66 B0 03 BCS $03 ; [$9F6B] Branch when everything is done $9E/9F68 4C 5D 9F JMP $9F5D ; Loop (why isn't this a Branch Command?) $9E/9F6B A2 00 00 LDX #$0000 ; Set up Loop Counter $9E/9F6E 22 AB A0 9E JSL $9EA0AB[$9E:A0AB] A:003E X:0000 Y:0001 P:envMxdiZC $9E/9F72 E8 INX ; Increment Loop Counter twice $9E/9F73 E8 INX $9E/9F74 E0 40 00 CPX #$0040 A:00FF X:0002 Y:0001 P:envMxdizC $9E/9F77 B0 03 BCS $03 ; [$9F7C] Branch when everything is done $9E/9F79 4C 6E 9F JMP $9F6E ; Loop (why isn't this a Branch Command?) $9E/9F7C AB PLB ; Restore Data Bank Register $9E/9F7D 6B RTL
$9E/9FDA Clear Figure's Table Entries
$9E/9FDA 9E AE 17 STZ $17AE,x ; Clear Figure's Graphic Set $9E/9FDD 9E AF 17 STZ $17AF,x[$00:17AF] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/9FE0 9E D6 17 STZ $17D6,x ; Clear Figure's Alignment $9E/9FE3 9E D7 17 STZ $17D7,x ; Clear Figure's Element $9E/9FE6 9E FE 17 STZ $17FE,x ; Clear Figure's Level $9E/9FE9 9E FF 17 STZ $17FF,x ; Clear Figure's Exp $9E/9FEC C2 20 REP #$20 $9E/9FEE 9E 26 18 STZ $1826,x ; Clear Figure's Current HP $9E/9FF1 9E 4E 18 STZ $184E,x ; Clear Figure's Max HP $9E/9FF4 9E 76 18 STZ $1876,x ; Clear Figure's Current MP $9E/9FF7 9E 9E 18 STZ $189E,x ; Clear Figure's Max MP $9E/9FFA 9E C6 18 STZ $18C6,x ; Clear Figure's STR $9E/9FFD 9E EE 18 STZ $18EE,x ; Clear Figure's INT $9E/A000 9E 16 19 STZ $1916,x ; Clear Figure's AGI $9E/A003 9E 3E 19 STZ $193E,x ; Clear Figure's DEX $9E/A006 9E 66 19 STZ $1966,x ; Clear Figure's VIT $9E/A009 9E 8E 19 STZ $198E,x ; Clear Figure's MEN $9E/A00C E2 20 SEP #$20 $9E/A00E 9E B6 19 STZ $19B6,x ; Clear Figure's LUK $9E/A011 9E B7 19 STZ $19B7,x[$00:19B7] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A014 9E DE 19 STZ $19DE,x[$00:19DE] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A017 9E DF 19 STZ $19DF,x[$00:19DF] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A01A 9E 07 1A STZ $1A07,x[$00:1A07] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A01D 9E 2E 1A STZ $1A2E,x[$00:1A2E] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A020 9E 2F 1A STZ $1A2F,x ; Clear Figure's No. $9E/A023 9E 56 1A STZ $1A56,x[$00:1A56] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A026 9E 57 1A STZ $1A57,x[$00:1A57] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A029 9E 7E 1A STZ $1A7E,x ; Clear Figure's Equipment UL corner $9E/A02C 9E 7F 1A STZ $1A7F,x ; Clear Figure's Equipment UR corner $9E/A02F 9E A6 1A STZ $1AA6,x ; Clear Figure's Equipment LL corner $9E/A032 9E A7 1A STZ $1AA7,x ; Clear Figure's Equipment LR corner $9E/A035 9E CE 1A STZ $1ACE,x ; Clear Figure's Second Screen Item 1 $9E/A038 9E CF 1A STZ $1ACF,x ; Clear Figure's Second Screen Item 2 $9E/A03B 9E F6 1A STZ $1AF6,x ; Clear Figure's Second Screen Item 3 $9E/A03E 9E F7 1A STZ $1AF7,x ; Clear Figure's Second Screen Item 4 $9E/A041 9E 1E 1B STZ $1B1E,x ; Clear Figure's Bonus/Malus on Equipment UL corner $9E/A044 9E 1F 1B STZ $1B1F,x ; Clear Figure's Bonus/Malus on Equipment UR corner $9E/A047 9E 46 1B STZ $1B46,x ; Clear Figure's Bonus/Malus on Equipment LL corner $9E/A04A 9E 47 1B STZ $1B47,x ; Clear Figure's Bonus/Malus on Equipment LR corner $9E/A04D 9E 6E 1B STZ $1B6E,x[$00:1B6E] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A050 9E 6F 1B STZ $1B6F,x ; Clear Figure's AT $9E/A053 C2 20 REP #$20 $9E/A055 9E 96 1B STZ $1B96,x ; Clear Figure's Current WT $9E/A058 9E BE 1B STZ $1BBE,x[$00:1BBE] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A05B 9E E6 1B STZ $1BE6,x[$00:1BE6] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A05E 9E 0E 1C STZ $1C0E,x[$00:1C0E] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A061 9E 36 1C STZ $1C36,x[$00:1C36] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A064 9E 5E 1C STZ $1C5E,x[$00:1C5E] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A067 9E 86 1C STZ $1C86,x[$00:1C86] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A06A 9E AE 1C STZ $1CAE,x[$00:1CAE] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A06D E2 20 SEP #$20 A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A06F 9E D6 1C STZ $1CD6,x ; Clear Figure's Position from where the possible Movement is calculated - NW-SE-Axis $9E/A072 9E D7 1C STZ $1CD7,x ; Clear Figure's Position from where the possible Movement is calculated - NE-SW-Axis $9E/A075 C2 20 REP #$20 A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A077 9E FE 1C STZ $1CFE,x[$00:1CFE] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A07A E2 20 SEP #$20 A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A07C 9E 26 1D STZ $1D26,x[$00:1D26] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A07F 9E 27 1D STZ $1D27,x[$00:1D27] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A082 9E 4E 1D STZ $1D4E,x[$00:1D4E] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A085 C2 20 REP #$20 A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A087 9E 9E 1D STZ $1D9E,x[$00:1D9E] A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A08A E2 20 SEP #$20 A:0000 X:0000 Y:0001 P:envmxdiZc $9E/A08C 9E C6 1D STZ $1DC6,x[$00:1DC6] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A08F 9E C7 1D STZ $1DC7,x[$00:1DC7] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A092 9E EE 1D STZ $1DEE,x ; Clear Figure's Move $9E/A095 9E EF 1D STZ $1DEF,x[$00:1DEF] A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A098 A9 01 LDA #$01 A:0000 X:0000 Y:0001 P:envMxdiZc $9E/A09A 9D 16 1E STA $1E16,x[$00:1E16] A:0001 X:0000 Y:0001 P:envMxdizc $9E/A09D 9E 17 1E STZ $1E17,x[$00:1E17] A:0001 X:0000 Y:0001 P:envMxdizc $9E/A0A0 C2 20 REP #$20 $9E/A0A2 A9 3E 00 LDA #$003E A:0001 X:0000 Y:0001 P:envmxdizc $9E/A0A5 9D 3E 1E STA $1E3E,x[$00:1E3E] A:003E X:0000 Y:0001 P:envmxdizc $9E/A0A8 E2 20 SEP #$20 $9E/A0AA 6B RTL
$9E/A0AB ?
$9E/A0AB 9E 03 06 STZ $0603,x[$00:0603] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0AE 9E 04 06 STZ $0604,x[$00:0604] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0B1 9E 43 06 STZ $0643,x[$00:0643] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0B4 9E 44 06 STZ $0644,x[$00:0644] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0B7 9E 83 06 STZ $0683,x[$00:0683] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0BA 9E 84 06 STZ $0684,x[$00:0684] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0BD 9E C3 06 STZ $06C3,x[$00:06C3] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0C0 9E C4 06 STZ $06C4,x[$00:06C4] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0C3 9E 03 07 STZ $0703,x[$00:0703] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0C6 9E 04 07 STZ $0704,x[$00:0704] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0C9 9E 43 07 STZ $0743,x[$00:0743] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0CC 9E 43 07 STZ $0743,x[$00:0743] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0CF 9E 44 07 STZ $0744,x[$00:0744] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0D2 9E 83 07 STZ $0783,x[$00:0783] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0D5 9E 83 07 STZ $0783,x[$00:0783] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0D8 9E 84 07 STZ $0784,x[$00:0784] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0DB 9E C3 07 STZ $07C3,x[$00:07C3] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0DE C2 20 REP #$20 A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0E0 9E 03 08 STZ $0803,x[$00:0803] A:003E X:0000 Y:0001 P:envmxdiZC $9E/A0E3 E2 20 SEP #$20 A:003E X:0000 Y:0001 P:envmxdiZC $9E/A0E5 9E 43 08 STZ $0843,x[$00:0843] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0E8 9E 44 08 STZ $0844,x[$00:0844] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0EB 9E 83 08 STZ $0883,x[$00:0883] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0EE 9E 84 08 STZ $0884,x[$00:0884] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0F1 9E C3 08 STZ $08C3,x[$00:08C3] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0F4 9E C4 08 STZ $08C4,x[$00:08C4] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0F7 9E 03 09 STZ $0903,x[$00:0903] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0FA 9E 04 09 STZ $0904,x[$00:0904] A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0FD C2 20 REP #$20 A:003E X:0000 Y:0001 P:envMxdiZC $9E/A0FF 9E 43 09 STZ $0943,x[$00:0943] A:003E X:0000 Y:0001 P:envmxdiZC $9E/A102 9E 83 09 STZ $0983,x[$00:0983] A:003E X:0000 Y:0001 P:envmxdiZC $9E/A105 E2 20 SEP #$20 A:003E X:0000 Y:0001 P:envmxdiZC $9E/A107 A9 FF LDA #$FF A:003E X:0000 Y:0001 P:envMxdiZC $9E/A109 9D C3 09 STA $09C3,x[$00:09C3] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A10C 9D C4 09 STA $09C4,x[$00:09C4] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A10F 9E 03 0A STZ $0A03,x[$00:0A03] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A112 9E 03 0A STZ $0A03,x[$00:0A03] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A115 9E 04 0A STZ $0A04,x[$00:0A04] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A118 9E 43 0A STZ $0A43,x[$00:0A43] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A11B 9E 43 0A STZ $0A43,x[$00:0A43] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A11E 9E 44 0A STZ $0A44,x[$00:0A44] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A121 9E 83 0A STZ $0A83,x[$00:0A83] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A124 9E 83 0A STZ $0A83,x[$00:0A83] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A127 9E 84 0A STZ $0A84,x[$00:0A84] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A12A 9E C3 0A STZ $0AC3,x[$00:0AC3] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A12D 9E C3 0A STZ $0AC3,x[$00:0AC3] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A130 9E C4 0A STZ $0AC4,x[$00:0AC4] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A133 9E 03 0B STZ $0B03,x[$00:0B03] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A136 9E 03 0B STZ $0B03,x[$00:0B03] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A139 9E 04 0B STZ $0B04,x[$00:0B04] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A13C 9E 43 0B STZ $0B43,x[$00:0B43] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A13F 9E 43 0B STZ $0B43,x[$00:0B43] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A142 9E 44 0B STZ $0B44,x[$00:0B44] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A145 9E 83 0B STZ $0B83,x[$00:0B83] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A148 9E 84 0B STZ $0B84,x[$00:0B84] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A14B 9E C3 0B STZ $0BC3,x[$00:0BC3] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A14E 9E C4 0B STZ $0BC4,x[$00:0BC4] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A151 C2 20 REP #$20 A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A153 9E 03 0C STZ $0C03,x[$00:0C03] A:00FF X:0000 Y:0001 P:eNvmxdizC $9E/A156 E2 20 SEP #$20 A:00FF X:0000 Y:0001 P:eNvmxdizC $9E/A158 9E 43 0C STZ $0C43,x[$00:0C43] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A15B 9E 44 0C STZ $0C44,x[$00:0C44] A:00FF X:0000 Y:0001 P:eNvMxdizC $9E/A15E 6B RTL A:00FF X:0000 Y:0001 P:eNvMxdizC
$9E/BE01 Long Jump to Clear OAM Buffers
$9E/BE01 20 05 BE JSR $BE05 ; Clear OAM Buffers $9E/BE04 6B RTL
$9E/BE05 Clear OAM Buffers
$9E/BE05 A0 00 00 LDY #$0000 ; Clear Low Tables $9E/BE08 A9 E8 LDA #$E8 ; This is the value that puts the sprites so low they're invisible $9E/BE0A 99 01 01 STA $0101,y $9E/BE0D 99 21 03 STA $0321,y $9E/BE10 C8 INY $9E/BE11 C8 INY $9E/BE12 C8 INY $9E/BE13 C8 INY $9E/BE14 C0 00 02 CPY #$0200 $9E/BE17 90 F1 BCC $F1 ; [$BE0A] $9E/BE19 A0 00 00 LDY #$0000 ; Clear High Tables $9E/BE1C A9 00 LDA #$00 $9E/BE1E 99 00 03 STA $0300,y $9E/BE21 99 20 05 STA $0520,y $9E/BE24 C8 INY $9E/BE25 C0 20 00 CPY #$0020 $9E/BE28 90 F4 BCC $F4 ; [$BE1E] $9E/BE2A A2 00 01 LDX #$0100 ; Set OAM Buffer address to $100 $9E/BE2D 8E 45 05 STX $0545 $9E/BE30 EE 40 05 INC $0540 ; Set Flag for OAM Buffers $9E/BE33 60 RTS
Bank $CB
$CB/A047 Palettes
$CB/A047-$CB/A066 - Empty Palette $CB/A067-$CB/A086 - Palette used in the intro for the manufacturer's logos and the intro $CB/A087-$CB/A0A6 - Palette used in the intro for the manufacturer's logos and the intro
Internal Data for Tactics Ogre |
---|
ROM Map • RAM Map • Text Table • Notes • Tutorials |