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chiller.asm
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; # Known game addresses out of memory block
IRQExecAddr1 = $0314
IRQExecAddr2 = $0315
BorderColour = $D020
BackgroundColour = $D021
SpriteEnableRegister = $D015
Sprite0Colour = $D027
Sprite1Colour = $D028
SpriteDoubleHeight = $D017
PortADSerialBus = $DD00
Sprite0_X = $D000
Sprite1_X = $D002
Sprite0_Y = $D001
Sprite1_Y = $D003
SpriteDoubleWidth = $D01D
SpriteMulticolor = $D01C
Sprite_upper_X = $D010
ScreenControlRegister = $D011
ExtraSpriteColor2 = $D026
Sprite2_X = $D004
SpritePriority = $D01B
IRQControlRegister = $D01A
Sprite2_Y = $D005
Sprite2Colour = $D029
Sprite3Colour = $D02A
Sprite4Colour = $D02B
Sprite5Colour = $D02C
Sprite6Colour = $D02D
Sprite7Colour = $D02E
ScreenControl = $D016
VIC2MemSetup = $D018
CurrentRasterLine = $D012
KeyJoy2_DataDirection = $DD02
FilterCutOff1 = $D415
FilterCutOff2 = $D416
FilterControl = $D417
Sprite7_Y = $D00F
ExtraSpriteColor1 = $D025
Sprite7_X = $D00E
SpriteSpriteCollision = $D01F
KeyJoy2 = $DC00
Voice1Frequency1 = $D400
Voice1Frequency2 = $D401
Voice1PulseWidth1 = $D402
Voice1PulseWidth2 = $D403
Voice1Control = $D404
Voice1AttackDecayLength = $D405
Voice1SustainVolRelease = $D406
Voice2Control1 = $D407
Voice2Control2 = $D408
Voice2PulseWidth1 = $D409
Voice2PulseWidth2 = $D40A
Voice2Control = $D40B
Voice2AttackDecayLength = $D40C
Voice2SustainVolRelease = $D40D
Voice3Frequency1 = $D40E
Voice3Control = $D412
ExtraBackgroundColor3 = $D024
Voice3AttackDecayLength = $D413
Voice3SustainVolRelease = $D414
Voice3Frequency2 = $D40F
ExtraBackgroundColor1 = $D022
ExtraBackgroundColor2 = $D023
Adr_MagicCrossNumLeft = $041C
Adr_MagicCrossNumRight = $041D
SpritePointer0 = $07F8
SpritePointer1 = $07F9
SpritePointers = $07Fa
Var_EnemyBinarySelect = $CF46
Var_RegMovingLeftRight = $CF07
Var_CFA7 = $CFA7
Var_CFA8 = $CFA8
Var_CFA9 = $CFA9
Var_EnemySpeed = $CF9C
EnemySpritePointers = $07FA
* = $0801
.byte $16,$08,$40,$00,$9E,$32,$30,$37,$32,$20,$28,$41,$4E,$54,$49,$53,$4F,$46,$54,$29,$00,$00,$00
Start
;############################################################################################################################
;# Start game load.
;# Set X to #00 for loop value.
;############################################################################################################################
LDX #$00 ; (0818) Set X to #$00 (0 / 00000000)
branch_StartCopyData
;############################################################################################################################
;# After game load, copy data from $0900-$0AFF to $CE00-$CFFF
;############################################################################################################################
LDA l_0900,X ; (081A) Load A with l_0900,X
STA l_CE00,X ; (081D) Store A to l_CE00,X
LDA l_0A00,X ; (0820) Load A with l_0A00,X
STA $CF00,X ; (0823) Store A to $CF00,X
INX ; (0826) Increment X
BNE branch_StartCopyData ; (0827) Branch to branch_StartCopyData if Not Equal
branch_SetVic2Values
;############################################################################################################################
;# Will copy Vic2 values ($D000-$D048) from $08D0
;############################################################################################################################
LDA l_08D0,X ; (0829) Load A with l_08D0,X
STA Sprite0_X,X ; (082C) Store A to Sprite0_X - $D000,X.
INX ; (082F) Increment X
CPX #$30 ; (0830) Subtract #$30 from X (48 / 00110000)
BNE branch_SetVic2Values ; (0832) Branch to branch_SetVic2Values if Not Equal
JMP jump_2DFA ; (0834) Jump to jump_2DFA
.byte $41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54
.byte $41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54
.byte $41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54
.byte $41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54
.byte $41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$41,$4E,$54,$49,$53,$4F,$46,$54,$2C
;====================================================================================================================================
; $08D0 - Vic2 values
;====================================================================================================================================
l_08D0
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$1B,$04,$D1,$00,$00,$C8,$00,$15,$79,$F0,$00,$00,$00,$00,$00
.byte $F6,$F6,$F1,$F2,$F3,$F4,$F0,$F1,$F2,$F3,$F4,$F5,$F6,$F7,$FC,$FF
;-----------------------------------------------------------------------------------------------------------------------------------
; End Vic2 values
;-----------------------------------------------------------------------------------------------------------------------------------
l_0900
.byte $DD,$60,$9D,$4F,$CF,$A9,$FD,$2D,$15,$D0,$8D,$15,$D0,$4C,$6B,$CE,$60,$A2,$06,$FE,$05,$04,$BD,$05,$04,$C9,$BA,$D0,$0A,$A9,$B0,$9D
.byte $05,$04,$CA,$E0,$00,$D0,$EC,$60,$A2,$06,$DE,$05,$04,$BD,$05,$04,$C9,$AF,$D0,$0D,$A9,$B9,$9D,$05,$04,$CA,$E0,$00,$D0,$EC,$20,$11
.byte $CE,$60,$AD,$5C,$CF,$8D,$53,$CE,$AD,$5A,$CF,$C9,$00,$F0,$09,$CE,$5A,$CF,$20,$11,$CE,$4C,$48,$CE,$AD,$5B,$CF,$C9,$00,$F0,$0B,$CE
.byte $5B,$CF,$A9,$FF,$8D,$5A,$CF,$4C,$52,$CE,$60,$AE,$4E,$CF,$BD,$60,$45,$8D,$5A,$CF,$BD,$65,$45,$8D,$5B,$CF,$BD,$6A,$45,$8D,$5C,$CF
.byte $20,$42,$CE,$60,$EA,$EA,$EA,$AD,$1E,$D0,$85,$FD,$29,$01,$D0,$03,$4C,$9D,$CD,$A5,$FD,$29,$02,$F0,$01,$60,$A2,$00,$A0,$00,$BD,$46
.byte $CF,$25,$FD,$F0,$01,$C8,$E8,$E0,$06,$D0,$F3,$C0,$01,$F0,$01,$60,$A5,$FD,$29,$FC,$8D,$5E,$CF,$A2,$00,$C9,$04,$F0,$05,$E8,$4A,$4C
.byte $B9,$CE,$8E,$5F,$CF,$A2,$02,$20,$44,$5B,$4C,$9D,$CD,$6F,$45,$29,$01,$D0,$04,$60,$4C,$7B,$2F,$4C,$A7,$2F,$20,$ED,$CA,$CE,$1A,$04
.byte $AD,$1A,$04,$C9,$B0,$F0,$01,$60,$A9,$01,$8D,$7D,$CF,$60,$FE,$76,$CF,$BD,$08,$CF,$60,$EA,$8D,$27,$D0,$AD,$EC,$45,$4C,$ED,$CA,$05
l_0A00
.byte $00,$EA,$7F,$06,$00,$06,$00,$00,$04,$08,$10,$20,$40,$00,$05,$0A,$0F,$14,$0F,$01,$A9,$03,$00,$03,$03,$02,$07,$02,$04,$00,$06,$EA
.byte $EA,$EA,$20,$11,$4A,$4A,$4A,$4A,$4A,$01,$01,$01,$01,$01,$1C,$01,$09,$01,$09,$03,$03,$01,$01,$00,$A3,$A7,$97,$93,$3B,$A0,$A4,$94
.byte $90,$38,$0D,$3C,$02,$09,$04,$08,$10,$20,$40,$80,$49,$10,$02,$00,$00,$00,$00,$00,$40,$08,$04,$08,$04,$0A,$00,$00,$11,$48,$20,$03
.byte $0B,$00,$EA,$04,$EA,$FF,$00,$00,$A0,$A4,$94,$90,$38,$BA,$C1,$C8,$CF,$D6,$EA,$00,$00,$C1,$C6,$C6,$14,$00,$C6,$40,$B2,$00,$02,$00
.byte $EA,$00,$0A,$0A,$0A,$0A,$0A,$0F,$00,$01,$00,$00,$00,$01,$00,$00,$01,$00,$01,$00,$00,$00,$00,$02,$01,$05,$04,$08,$1F,$28,$10,$08
.byte $20,$8C,$85,$96,$85,$8C,$A0,$B0,$B0,$B1
;====================================================================================================================================
; $0AAA - Game Over text
;====================================================================================================================================
.byte $87,$81,$8D,$85,$A0,$8F,$96,$85,$92
;-----------------------------------------------------------------------------------------------------------------------------------
; End Game Over text
;-----------------------------------------------------------------------------------------------------------------------------------
.byte $EC,$EC,$EC,$ED,$EC,$EC,$EC,$ED,$EC,$ED,$ED,$ED,$ED
Sub_GameOverText
;############################################################################################################################
;# Game over text
;############################################################################################################################
JSR l_5733 ; (0AC0) Jump to Subroutine at l_5733
LDX #$00 ; (0AC3) Set X to #$00 (0 / 00000000)
l_0AC5
LDA $CFA1,X ; (0AC5) Load A with $CFA1,X
LDA $0617,X ; (0AC8) Load A with $0617,X
LDA $D81A ; (0ACB) Load A with $D81A
LDA #$01 ; (0ACE) Set A to #$01 (1 / 00000001)
NOP ; (0AD0) No operation
STA $D838,X ; (0AD1) Store A to $D838,X
LDA $CFAA,X ; (0AD4) Load A with $CFAA,X
STA $0438,X ; (0AD7) Store A to $0438,X
INX ; (0ADA) Increment X
CPX #$09 ; (0ADB) Subtract #$09 from X (9 / 00001001)
BNE l_0AC5 ; (0ADD) Branch to l_0AC5 if Not Equal
RTS ; (0ADF) Return from Subroutine
.byte $33,$57,$00,$00,$EE,$EC,$ED,$EE,$ED,$ED,$ED,$ED,$ED,$ED,$ED,$ED,$EE,$F2,$F2,$F2,$32,$F1,$F1,$F1,$20,$F1,$F1,$F0,$F1,$EF,$EF,$01
;====================================================================================================================================
; $0B00 - Enemy sprite data
;====================================================================================================================================
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05,$00,$00,$0D,$50,$00,$15,$54,$00,$55,$6A,$80,$05,$6A,$A0,$00,$6A,$A8,$00,$2A
.byte $AA,$00,$AA,$A9,$00,$AA,$A5,$02,$AA,$80,$02,$AA,$40,$0A,$A8,$50,$0A,$A0,$14,$0A,$80,$10,$2A,$00,$00,$28,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05,$50,$00,$0D,$6A,$80,$15,$6A,$A0,$55,$6A,$A8,$00,$2A
.byte $AA,$00,$AA,$A9,$00,$AA,$A5,$00,$AA,$80,$00,$2A,$40,$00,$28,$50,$00,$20,$14,$00,$00,$10,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05,$50,$00,$0D,$6A,$80,$15,$6A,$A0,$55,$6A,$A8,$00,$6A
.byte $AA,$00,$5A,$A9,$00,$16,$A5,$00,$15,$80,$00,$00,$40,$00,$00,$50,$00,$00,$14,$00,$00,$10,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$A0,$05,$52,$A8,$0D,$6A,$A8,$15,$6A,$A8,$55,$6A,$68,$00,$65
.byte $5A,$00,$55,$59,$00,$15,$55,$00,$15,$40,$00,$00,$40,$00,$00,$50,$00,$00,$14,$00,$00,$10,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$20,$00,$00,$A0,$00,$00,$A8,$00,$02,$A8,$05,$5A,$A8,$0D,$6A,$A8,$15,$56,$A8,$55,$55,$68,$00,$55
.byte $5A,$00,$55,$55,$00,$15,$55,$00,$15,$40,$00,$00,$40,$00,$00,$50,$00,$00,$14,$00,$00,$10,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$A0,$05,$52,$A8,$0D,$6A,$A8,$15,$6A,$A8,$55,$6A,$68,$00,$65
.byte $5A,$00,$55,$59,$00,$15,$55,$00,$15,$40,$00,$00,$40,$00,$00,$50,$00,$00,$14,$00,$00,$10,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05,$50,$00,$0D,$6A,$80,$15,$6A,$A0,$55,$6A,$A8,$00,$6A
.byte $AA,$00,$5A,$A9,$00,$16,$A5,$00,$15,$80,$00,$00,$40,$00,$00,$50,$00,$00,$14,$00,$00,$10,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05,$40,$00,$0D,$50,$00,$15,$6A,$80,$55,$6A,$A0,$00,$6A,$A8,$00,$2A
.byte $AA,$00,$AA,$A9,$00,$AA,$A5,$00,$AA,$80,$00,$2A,$40,$00,$28,$50,$00,$20,$14,$00,$00,$10,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$A0,$00,$00,$60,$00,$00,$00,$00,$10,$00,$00,$80,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$04,$00,$00,$08,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$02,$40,$00,$0A,$80,$00,$06,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$24,$00,$00,$38,$00,$00,$00
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;-----------------------------------------------------------------------------------------------------------------------------------
; End Enemy sprite data
;-----------------------------------------------------------------------------------------------------------------------------------
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;====================================================================================================================================
; $2000 - Enemy sprite data
;====================================================================================================================================
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.byte $04,$00,$00,$15,$00,$00,$2B,$00,$00,$2A,$00,$0A,$A8,$00,$2A,$A8,$00,$2A,$A8,$00,$0A,$20,$0E,$AA,$80,$0C,$AA,$80,$03,$18,$F0,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $04,$00,$00,$15,$00,$00,$2B,$00,$00,$2A,$00,$0A,$A8,$00,$2A,$A8,$00,$2A,$A8,$00,$28,$20,$3A,$A8,$20,$32,$A8,$20,$0C,$20,$3C,$00
.byte $00,$14,$00,$00,$5C,$00,$00,$55,$00,$00,$14,$00,$00,$10,$00,$00,$28,$00,$00,$AA,$A4,$00,$AA,$A1,$00,$28,$00,$00,$28,$00,$00,$28
.byte $00,$00,$28,$00,$00,$A8,$00,$00,$A8,$00,$00,$A8,$00,$00,$2A,$00,$00,$AA,$00,$02,$8A,$00,$02,$08,$00,$03,$C8,$00,$00,$0F,$00,$00
.byte $00,$14,$00,$00,$5C,$00,$00,$55,$00,$00,$14,$00,$00,$10,$00,$00,$28,$00,$00,$AA,$A4,$00,$AA,$A1,$00,$28,$00,$00,$28,$00,$00,$28
.byte $00,$00,$28,$00,$00,$A8,$00,$00,$A8,$00,$00,$A0,$00,$00,$28,$00,$00,$A8,$00,$00,$A8,$00,$00,$A0,$00,$00,$F0,$00,$00,$3C,$00,$00
.byte $00,$14,$00,$00,$5C,$00,$00,$55,$00,$00,$14,$00,$00,$10,$00,$00,$28,$00,$00,$AA,$A4,$00,$AA,$A1,$00,$28,$00,$00,$28,$00,$00,$28
.byte $00,$00,$28,$00,$00,$A8,$00,$00,$A8,$00,$00,$A0,$00,$00,$A8,$00,$00,$2A,$00,$00,$A8,$00,$00,$88,$00,$00,$8F,$00,$00,$F0,$00,$00
.byte $00,$14,$00,$00,$5C,$00,$00,$55,$00,$00,$14,$00,$00,$10,$00,$00,$28,$00,$00,$AA,$A4,$00,$AA,$A1,$00,$28,$00,$00,$28,$00,$00,$28
.byte $00,$00,$28,$00,$00,$A8,$00,$00,$A8,$00,$00,$A8,$00,$00,$2A,$00,$00,$AA,$00,$00,$A2,$80,$02,$82,$80,$02,$02,$00,$03,$C3,$C0,$00
.byte $03,$00,$00,$03,$04,$00,$00,$95,$00,$00,$95,$00,$00,$84,$00,$00,$AA,$8C,$00,$2A,$8B,$00,$2A,$A8,$00,$2A,$28,$00,$2A,$00,$00,$15
.byte $20,$00,$AA,$A0,$00,$AA,$A0,$00,$AA,$28,$02,$80,$20,$02,$80,$00,$02,$00,$00,$02,$00,$00,$0A,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$04,$00,$03,$15,$0C,$03,$95,$0C,$00,$84,$08,$00,$AA,$88,$00,$AA,$A8,$00,$2A,$A0,$00,$2A,$20,$00,$2A,$00,$00,$15
.byte $00,$00,$AA,$80,$02,$AA,$80,$02,$AA,$80,$02,$00,$80,$0A,$00,$A0,$00,$00,$20,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$04,$0C,$00,$15,$08,$00,$15,$08,$03,$04,$28,$02,$AA,$A8,$02,$AA,$A0,$00,$AA,$80,$00,$2A,$00,$02,$2A,$00,$02,$95
.byte $00,$02,$AA,$00,$0A,$2A,$00,$00,$2A,$80,$00,$02,$80,$00,$00,$80,$00,$00,$80,$00,$00,$A0,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$04,$00,$00,$15,$00,$03,$15,$00,$02,$04,$0C,$02,$AA,$88,$02,$AA,$A8,$00,$AA,$20,$00,$2A,$00,$00,$2A,$00,$00,$95
.byte $00,$02,$AA,$80,$02,$AA,$80,$02,$2A,$80,$0A,$00,$80,$00,$00,$A0,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
;-----------------------------------------------------------------------------------------------------------------------------------
; End Enemy sprite data
;-----------------------------------------------------------------------------------------------------------------------------------
branch_2A00
;############################################################################################################################
;#
;############################################################################################################################
LSR A ; (2A00) Logical Shift Right Accumulator
CLC ; (2A01) Clear Carry Flag
BCC branch_2A29 ; (2A02) Branch to branch_2A29 if Carry Clear
Sub_PlayerPosition
;############################################################################################################################
;#
;############################################################################################################################
STA Var_PlayerDirection ; (2A04) Store A to Var_PlayerDirection. 00 = up / 01 = down / 02 = left / 03 = right.
LDA Sprite0_Y ; (2A07) Load A with Sprite0_Y - $D001.
SEC ; (2A0A) Set Carry Flag
self_modifying_2A0B
;############################################################################################################################
;#
;############################################################################################################################
SBC #$2C ; (2A0B) Subtract with Carry #$2C (44 / 00101100)
LSR A ; (2A0D) Logical Shift Right Accumulator
LSR A ; (2A0E) Logical Shift Right Accumulator
LSR A ; (2A0F) Logical Shift Right Accumulator
TAY ; (2A10) Transfer A to Y
LDA Sprite0_X ; (2A11) Load A with Sprite0_X - $D000.
SEC ; (2A14) Set Carry Flag
SBC #$0C ; (2A15) Subtract with Carry #$0C (12 / 00001100)
BCC branch_2A00 ; (2A17) Branch to branch_2A00 if Carry Clear
LSR A ; (2A19) Logical Shift Right Accumulator
STA Var_CharacterXPosLow ; (2A1A) Store A to Var_CharacterXPosLow.
LDA Sprite_upper_X ; (2A1D) Load A with Sprite_upper_X - $D010.
AND #$01 ; (2A20) Logical AND with Accumulator and #$01 (1 / 00000001)
BEQ branch_2A26 ; (2A22) Branch to branch_2A26 if Equal
LDA #$80 ; (2A24) Set A to #$80 (128 / 10000000)
branch_2A26
;############################################################################################################################
;#
;############################################################################################################################
ORA Var_CharacterXPosLow ; (2A26) Logical OR with Accumulator and Var_CharacterXPosLow.
branch_2A29
;############################################################################################################################
;#
;############################################################################################################################
LSR A ; (2A29) Logical Shift Right Accumulator
LSR A ; (2A2A) Logical Shift Right Accumulator
TAX ; (2A2B) Transfer A to X
TYA ; (2A2C) Transfer Y to A
ASL A ; (2A2D) Arithmetic Shift Left Accumulator
TAY ; (2A2E) Transfer A to Y
LDA l_5100,Y ; (2A2F) Load A with l_5100,Y
STA $FB ; (2A32) Store A to $FB (251 / 11111011)
LDA l_5101,Y ; (2A34) Load A with l_5101,Y
STA $FC ; (2A37) Store A to $FC (252 / 11111100)
TXA ; (2A39) Transfer X to A
CLC ; (2A3A) Clear Carry Flag
ADC $FB ; (2A3B) Add with Carry $FB (251 / 11111011)
STA $FB ; (2A3D) Store A to $FB (251 / 11111011)
BCC branch_2A43 ; (2A3F) Branch to branch_2A43 if Carry Clear
INC $FC ; (2A41) Increment Memory $FC (252 / 11111100)
branch_2A43
;############################################################################################################################
;#
;############################################################################################################################
LDA $FC ; (2A43) Load A with $FC (252 / 11111100)
CLC ; (2A45) Clear Carry Flag
ADC #$04 ; (2A46) Add with Carry with #$04 (4 / 00000100)
STA $FC ; (2A48) Store A to $FC (252 / 11111100)
LDX Var_PlayerDirection ; (2A4A) Load X with Var_PlayerDirection. 00 = up / 01 = down / 02 = left / 03 = right.
LDA l_5145,X ; (2A4D) Load A with l_5145,X
TAY ; (2A50) Transfer A to Y
LDA ($FB),Y ; (2A51) Load A with ($FB),Y (251 / 11111011)
CMP #$A0 ; (2A53) Subtract #$A0 from A (160 / 10100000)
BNE Sub_WhatIsPlayerTouching ; (2A55) Branch to Sub_WhatIsPlayerTouching if Not Equal
jump_PlayerMidAir
;############################################################################################################################
;#
;############################################################################################################################
LDX #$00 ; (2A57) Set X to #$00 (0 / 00000000)
LDA Var_PlayerDirection ; (2A59) Load A with Var_PlayerDirection. 00 = up / 01 = down / 02 = left / 03 = right.
JSR Sub_UpdateSpritePositions ; (2A5C) Jump to Subroutine at Sub_UpdateSpritePositions
RTS ; (2A5F) Return from Subroutine
Sub_WhatIsPlayerTouching
;############################################################################################################################
;# Check what the player is touching
;# This is another line
;############################################################################################################################
CMP #$2A ; (2A60) Subtract #$2A from A (42 / 00101010)
BPL If_NotPlatform ; (2A62) Branch to If_NotPlatform if positive
JMP jump_PlayerMidAir ; (2A64) Jump to jump_PlayerMidAir
If_NotPlatform
;############################################################################################################################
;#
;############################################################################################################################
CMP #$54 ; (2A67) Subtract #$54 from A (84 / 01010100)
BPL If_TouchingMushroom ; (2A69) Branch to If_TouchingMushroom if positive
JMP l_5A9A ; (2A6B) Jump to l_5A9A
If_TouchingMushroom
;############################################################################################################################
;#
;############################################################################################################################
JMP sub_GetMushroom ; (2A6E) Jump to sub_GetMushroom
.byte $60
jump_2A72
;############################################################################################################################
;#
;############################################################################################################################
STA Var_FallingStanding ; (2A72) Store A to Var_FallingStanding.
LDA l_544A ; (2A75) Load A with l_544A
STA Var_JumpAscDescTimer ; (2A78) Store A to Var_JumpAscDescTimer.
JMP l_5880 ; (2A7B) Jump to l_5880
Var_JumpAscDesc
.byte $07 ; (2A7E)
Var_JumpAscDescTimer
.byte $09 ; (2A7F)
CopyData
;############################################################################################################################
;# Set $FB/$FC as load address
;############################################################################################################################
STX $FB ; (2A80) Store X to $FB (251 / 11111011)
STY $FC ; (2A82) Store Y to $FC (252 / 11111100)
LDY #$00 ; (2A84) Load Y with #$00 (0 / 00000000)
LDA ($FB),Y ; (2A86) Load A with ($FB),Y (251 / 11111011)
STA sub_CopyData_LoadLow+1 ; (2A88)
INY ; (2A8B) Increment Y Register
LDA ($FB),Y ; (2A8C) Load A with ($FB),Y (251 / 11111011)
STA sub_CopyData_LoadHigh+1 ; (2A8E)
INY ; (2A91) Increment Y Register
LDA ($FB),Y ; (2A92) Load A with ($FB),Y (251 / 11111011)
STA sub_CopyData_SetLenHigh+1 ; (2A94)
INY ; (2A97) Increment Y Register
LDA ($FB),Y ; (2A98) Load A with ($FB),Y (251 / 11111011)
STA sub_CopyData_SetLenLow+1 ; (2A9A)
INY ; (2A9D) Increment Y Register
LDA ($FB),Y ; (2A9E) Load A with ($FB),Y (251 / 11111011)
STA sub_CopyData_SetLow+1 ; (2AA0)
INY ; (2AA3) Increment Y Register
LDA ($FB),Y ; (2AA4) Load A with ($FB),Y (251 / 11111011)
STA sub_CopyData_SetHigh+1 ; (2AA6)
JSR sub_CopyData_LoadLow ; (2AA9) Jump to Subroutine at sub_CopyData_LoadLow
RTS ; (2AAC) Return from Subroutine
.byte $DC,$9D,$BD,$A0,$2A,$20,$80,$2A,$A2,$C3,$A0,$2A,$20,$80,$2A,$60,$28,$04,$FF,$07,$28,$41,$28,$D8,$FF,$DB,$28,$46,$EA,$EA,$EA,$A8
.byte $C8,$98,$8D,$FD,$2A,$C9,$2A,$D0,$07,$18,$A5,$FB,$69,$28,$85,$FB,$C9,$54,$D0,$07,$18,$A5,$FB,$69,$28,$85,$FB,$AD,$FD,$2A,$60,$8D
.byte $9C,$C1,$A9,$00,$8D,$4E,$53,$60,$EA,$EA,$EA,$EA,$EA,$EA,$EA,$EA,$7E
Var_PlayerDirection
.byte $01 ; (2AFE) 00 = up / 01 = down / 02 = left / 03 = right.
Var_CharacterXPosLow
.byte $58 ; (2AFF)
.byte $A9,$00,$85,$FB,$A9,$D8,$85,$FC,$A9,$00,$8D,$84,$03,$A9,$00,$8D,$86,$03,$A9,$00,$8D,$85,$03,$A9,$00,$8D,$87,$03,$A0,$00,$AE,$86
.byte $03,$BD,$C0,$39,$8D,$88,$03,$AE,$87,$03,$BD,$88,$2B,$2D,$88,$03,$C9,$00,$F0,$11,$C9,$01,$F0,$0D,$C9,$02,$F0,$09,$C9,$03,$F0,$05
.byte $4A,$4A,$4C,$30,$2B,$AA,$BD,$8C,$2B,$91,$FB,$EE,$87,$03,$E6,$FB,$D0,$02,$E6,$FC,$91,$FB,$E6,$FB,$D0,$02,$E6,$FC,$AD,$87,$03,$C9
.byte $04,$D0,$B9,$EE,$86,$03,$EE,$85,$03,$AD,$85,$03,$C9,$03,$D0,$A7,$A9,$10,$E6,$FB,$D0,$02,$E6,$FC,$18,$E9,$00,$D0,$F5,$EE,$84,$03
.byte $AD,$84,$03,$C9,$15,$D0,$8B,$60,$C0,$30,$0C,$03,$F0,$F9,$FB,$F1,$AD,$25,$D0,$8D,$8D,$2B,$AD,$26,$D0,$8D,$8F,$2B,$AD,$2A,$D0,$8D
.byte $8E,$2B,$AD,$0F,$45,$8D,$8C,$2B,$4C,$00,$2B,$A2,$08,$A9,$01,$A0,$01,$20,$BA,$FF,$AD,$84,$03,$A2,$85,$A0,$03,$20,$BD,$FF,$60,$20
.byte $AB,$2B,$A9,$00,$85,$FB,$A9,$30,$85,$FC,$A9,$FB,$A2,$00,$A0,$4E,$20,$D8,$FF,$60,$20,$AB,$2B,$A9,$00,$A2,$00,$A0,$30,$20,$D5,$FF
.byte $60,$A9,$00,$8D,$12,$D4,$A9,$00,$EA,$EA,$EA,$EA,$EA,$EA,$4C,$EC,$2A,$60
sub_SetScreenControl
;############################################################################################################################
;#
;############################################################################################################################
STA SpriteEnableRegister ; (2BF2) Store A to SpriteEnableRegister - $D015.
LDA ScreenControl ; (2BF5) Load A with ScreenControl - $D016.
ORA #$08 ; (2BF8) Logical OR with Accumulator and #$08 (8 / 00001000)
STA ScreenControl ; (2BFA) Store A to ScreenControl - $D016.
RTS ; (2BFD) Return from Subroutine
.byte $EA,$1D
jump_2C00
;############################################################################################################################
;#
;############################################################################################################################
LDX #$00 ; (2C00) Set X to #$00 (0 / 00000000)
branch_2C02
;############################################################################################################################
;#
;############################################################################################################################
LDA l_4542,X ; (2C02) Load A with l_4542,X
JSR l_56B2 ; (2C05) Jump to Subroutine at l_56B2
INX ; (2C08) Increment X
CPX #$05 ; (2C09) Subtract #$05 from X (5 / 00000101)
BNE branch_2C02 ; (2C0B) Branch to branch_2C02 if Not Equal
JSR sub_2E62 ; (2C0D) Jump to Subroutine at sub_2E62
RTS ; (2C10) Return from Subroutine
.byte $EA,$EA,$EA,$EA,$EA,$EA,$EA,$EA
jump_2C19
;############################################################################################################################
;#
;############################################################################################################################
LDX #$03 ; (2C19) Set X to #$03 (3 / 00000011)
l_2C1B
INC $CFA6,X ; (2C1B) Increment Memory $CFA6,X
LDA $CFA6,X ; (2C1E) Load A with $CFA6,X
CMP #$BA ; (2C21) Subtract #$BA from A (186 / 10111010)
BNE l_2C2F ; (2C23) Branch to l_2C2F if Not Equal
LDA #$B0 ; (2C25) Set A to #$B0 (176 / 10110000)
STA $CFA6,X ; (2C27) Store A to $CFA6,X
DEX ; (2C2A) Decrement X
CPX #$00 ; (2C2B) Subtract #$00 from X (0 / 00000000)
BNE l_2C1B ; (2C2D) Branch to l_2C1B if Not Equal
l_2C2F
JSR l_5681 ; (2C2F) Jump to Subroutine at l_5681
JMP l_2C44 ; (2C32) Jump to l_2C44
.byte $A9,$60,$8D,$FC,$CA,$20,$86,$CA,$A9,$4C,$8D,$FC,$CA,$60,$EA
l_2C44
LDA #$01 ; (2C44) Set A to #$01 (1 / 00000001)
STA SpriteEnableRegister ; (2C46) Store A to SpriteEnableRegister - $D015.
LDX #$00 ; (2C49) Set X to #$00 (0 / 00000000)
l_2C4B
LDA $05EF,X ; (2C4B) Load A with $05EF,X
STA $0345,X ; (2C4E) Store A to $0345,X
LDA $D9EF,X ; (2C51) Load A with $D9EF,X
STA $034E,X ; (2C54) Store A to $034E,X
LDA $CFA1,X ; (2C57) Load A with $CFA1,X
STA $05EF,X ; (2C5A) Store A to $05EF,X
LDA $D81A ; (2C5D) Load A with $D81A
STA $D9EF,X ; (2C60) Store A to $D9EF,X
INX ; (2C63) Increment X
CPX #$09 ; (2C64) Subtract #$09 from X (9 / 00001001)
BNE l_2C4B ; (2C66) Branch to l_2C4B if Not Equal
LDA #$00 ; (2C68) Set A to #$00 (0 / 00000000)
STA $CF73 ; (2C6A) Store A to $CF73
LDA #$03 ; (2C6D) Set A to #$03 (3 / 00000011)
STA l_2E07 ; (2C6F) Store A to l_2E07
LDA #$04 ; (2C72) Set A to #$04 (4 / 00000100)
STA l_2E21 ; (2C74) Store A to l_2E21
STA $A1 ; (2C77) Store A to $A1 (161 / 10100001)
l_2C79
LDA $A1 ; (2C79) Load A with $A1 (161 / 10100001)
CMP #$06 ; (2C7B) Subtract #$06 from A (6 / 00000110)
BNE l_2C79 ; (2C7D) Branch to l_2C79 if Not Equal
LDA #$05 ; (2C7F) Set A to #$05 (5 / 00000101)
STA l_2E07 ; (2C81) Store A to l_2E07
LDA #$07 ; (2C84) Set A to #$07 (7 / 00000111)
STA l_2E21 ; (2C86) Store A to l_2E21
LDA #$00 ; (2C89) Set A to #$00 (0 / 00000000)
STA $CF74 ; (2C8B) Store A to $CF74
LDX #$00 ; (2C8E) Set X to #$00 (0 / 00000000)
l_2C90
LDA $0345,X ; (2C90) Load A with $0345,X
STA $05EF,X ; (2C93) Store A to $05EF,X
LDA $034E,X ; (2C96) Load A with $034E,X
STA $D9EF,X ; (2C99) Store A to $D9EF,X
INX ; (2C9C) Increment X
CPX #$09 ; (2C9D) Subtract #$09 from X (9 / 00001001)
BNE l_2C90 ; (2C9F) Branch to l_2C90 if Not Equal
JMP jump_C694 ; (2CA1) Jump to jump_C694
sub_2CA4
;############################################################################################################################
;#
;############################################################################################################################
LDA #$B0 ; (2CA4) Set A to #$B0 (176 / 10110000)
STA Var_CFA7 ; (2CA6) Store A to $CFA7.
STA Var_CFA8 ; (2CA9) Store A to $CFA8.
LDA #$B1 ; (2CAC) Set A to #$B1 (177 / 10110001)
STA Var_CFA9 ; (2CAE) Store A to $CFA9.
JMP jump_2C00 ; (2CB1) Jump to jump_2C00
Sub_SetInterruptsAndMem
;############################################################################################################################
;#
;############################################################################################################################
SEI ; (2CB4) Set Interrupt Disable Flag
LDA #$31 ; (2CB5) Set A to #$31 (49 / 00110001)
STA IRQExecAddr1 ; (2CB7) Store A to IRQExecAddr1 - $0314.
LDA #$EA ; (2CBA) Set A to #$EA (234 / 11101010)
STA IRQExecAddr2 ; (2CBC) Store A to IRQExecAddr2 - $0315.
CLI ; (2CBF) Clear Interrupt Disable Flag
LDA #$00 ; (2CC0) Set A to #$00 (0 / 00000000)
STA $CF7F ; (2CC2) Store A to $CF7F
LDA #$05 ; (2CC5) Set A to #$05 (5 / 00000101)
STA BorderColour ; (2CC7) Store A to BorderColour - $D020.
LDA #$0F ; (2CCA) Set A to #$0F (15 / 00001111)
STA BackgroundColour ; (2CCC) Store A to BackgroundColour - $D021.
LDA #$15 ; (2CCF) Set A to #$15 (21 / 00010101)
STA VIC2MemSetup ; (2CD1) Store A to VIC2MemSetup - $D018.
LDA #$93 ; (2CD4) Set A to #$93 (147 / 10010011)
JSR $FFD2 ; (2CD6) Jump to Subroutine at $FFD2
LDA #$00 ; (2CD9) Set A to #$00 (0 / 00000000)
STA $C6 ; (2CDB) Store A to $C6 (198 / 11000110)
STA $FFFF ; (2CDD) Store A to $FFFF
JMP sub_SetScreenControl ; (2CE0) Jump to sub_SetScreenControl
.byte $EA
jump_2CE4
;############################################################################################################################
;# This is used for first load.
;#
;############################################################################################################################
LDA l_45FC ; (2CE4) Load A with l_45FC
STA selfmod_CA18+1 ; (2CE7)
LDA l_45FD ; (2CEA) Load A with l_45FD
STA l_CA06+1 ; (2CED)
JMP l_2EE3 ; (2CF0) Jump to l_2EE3
sub_2CF3
;############################################################################################################################
;#
;############################################################################################################################
STA l_2E81 ; (2CF3) Store A to l_2E81
BEQ l_2CFD ; (2CF6) Branch to l_2CFD if Equal
LDA #$00 ; (2CF8) Set A to #$00 (0 / 00000000)
STA $FFFF ; (2CFA) Store A to $FFFF
l_2CFD
RTS ; (2CFD) Return from Subroutine
.byte $EA,$EA
jump_2D00
;############################################################################################################################
;#
;############################################################################################################################
LDX #$00 ; (2D00) Set X to #$00 (0 / 00000000)
l_2D02
LDA l_45E7,X ; (2D02) Load A with l_45E7,X
STA $CF76,X ; (2D05) Store A to $CF76,X
INX ; (2D08) Increment X
CPX #$05 ; (2D09) Subtract #$05 from X (5 / 00000101)
BNE l_2D02 ; (2D0B) Branch to l_2D02 if Not Equal
LDA l_45F5 ; (2D0D) Load A with l_45F5
STA ExtraSpriteColor1 ; (2D10) Store A to ExtraSpriteColor1 - $D025.
LDA l_45F6 ; (2D13) Load A with l_45F6
STA ExtraSpriteColor2 ; (2D16) Store A to ExtraSpriteColor2 - $D026.
LDA l_45F4 ; (2D19) Load A with l_45F4
STA SpriteMulticolor ; (2D1C) Store A to SpriteMulticolor - $D01C.
LDA l_45F1 ; (2D1F) Load A with l_45F1
STA SpriteDoubleWidth ; (2D22) Store A to SpriteDoubleWidth - $D01D.
NOP ; (2D25) No operation
NOP ; (2D26) No operation
NOP ; (2D27) No operation
JMP l_CA00 ; (2D28) Jump to l_CA00
.byte $A0,$E4,$A2,$00,$98,$9D,$F8,$07,$18,$69,$04,$A8,$BD,$AD,$45,$9D,$27,$D0,$E8,$E0,$05,$D0,$ED,$AD,$F4,$45,$4A,$4A,$8D,$1C,$D0,$60
l_2D4B
LDX #$00 ; (2D4B) Set X to #$00 (0 / 00000000)
jump_2D4D
;############################################################################################################################
;#
;############################################################################################################################
LDA $CF76,X ; (2D4D) Load A with $CF76,X
BEQ l_2D5A ; (2D50) Branch to l_2D5A if Equal
jump_2D52
;############################################################################################################################
;#
;############################################################################################################################
LDA l_45F7,X ; (2D52) Load A with l_45F7,X
BEQ l_2D5D ; (2D55) Branch to l_2D5D if Equal
JMP l_2D60 ; (2D57) Jump to l_2D60
l_2D5A
JMP l_2EB7 ; (2D5A) Jump to l_2EB7
l_2D5D
JMP l_2EC4 ; (2D5D) Jump to l_2EC4
l_2D60
LDA SpriteSpriteCollision ; (2D60) Load A with SpriteBackgroundCollision - $D01F.
STA l_2D7A ; (2D63) Store A to l_2D7A
AND #$02 ; (2D66) Logical AND with Accumulator and #$02 (2 / 00000010)
CMP #$00 ; (2D68) Subtract #$00 from A (0 / 00000000)
BEQ jump_2D7B ; (2D6A) Branch to jump_2D7B if Equal
LDA l_45FE ; (2D6C) Load A with l_45FE
BEQ jump_2D7B ; (2D6F) Branch to jump_2D7B if Equal
JSR sub_C4FB ; (2D71) Jump to Subroutine at sub_C4FB
JMP jump_2D7B ; (2D74) Jump to jump_2D7B
.byte $EA,$7B,$2D
l_2D7A
.byte $00
jump_2D7B
;############################################################################################################################
;#
;############################################################################################################################
LDA $CF7D ; (2D7B) Load A with $CF7D
CMP #$01 ; (2D7E) Subtract #$01 from A (1 / 00000001)
BEQ branch_2D85 ; (2D80) Branch to branch_2D85 if Equal
JMP l_2EB3 ; (2D82) Jump to l_2EB3
branch_2D85
;############################################################################################################################
;#
;############################################################################################################################
JSR sub_5D98 ; (2D85) Jump to Subroutine at sub_5D98
JMP l_5DA9 ; (2D88) Jump to l_5DA9
.byte $EA,$EA
sub_2D8D
;############################################################################################################################
;#
;############################################################################################################################
STA SpritePointer1 ; (2D8D) Store A to $07F9.
LDA #$00 ; (2D90) Set A to #$00 (0 / 00000000)
STA l_C544 ; (2D92) Store A to l_C544
RTS ; (2D95) Return from Subroutine
.byte $EA
branch_MainMenuLoop
;############################################################################################################################
;# Load joystick input
;# Check for fire pressed.
;# Branch if fire pressed.
;############################################################################################################################
LDA KeyJoy2 ; (2D97) Load A with KeyJoy2 - $DC00.
AND #$10 ; (2D9A) Logical AND with Accumulator and #$10 (16 / 00010000)
BNE Menu_FireNotPressed ; (2D9C) Branch to Menu_FireNotPressed if Not Equal
BEQ Menu_FirePressed ; (2D9E) Branch to Menu_FirePressed if Equal
sub_RunsAfterDeath
;############################################################################################################################
;#
;############################################################################################################################
LDA #$00 ; (2DA0) Set A to #$00 (0 / 00000000)
STA SpriteEnableRegister ; (2DA2) Store A to SpriteEnableRegister - $D015.
LDA l_45EE ; (2DA5) Load A with l_45EE
JSR sub_2CF3 ; (2DA8) Jump to Subroutine at sub_2CF3
LDA #$FF ; (2DAB) Set A to #$FF (255 / 11111111)
STA $CF65 ; (2DAD) Store A to $CF65
STA $CF66 ; (2DB0) Store A to $CF66
JSR sub_TimeWastingLoop ; (2DB3) Jump to Subroutine at sub_TimeWastingLoop
Menu_FireNotPressed
;############################################################################################################################
;#
;############################################################################################################################
LDA $CF7F ; (2DB6) Load A with $CF7F
CMP #$00 ; (2DB9) Subtract #$00 from A (0 / 00000000)
BEQ ResetToMenuScreen ; (2DBB) Branch to ResetToMenuScreen if Equal
JMP Sub_SetInterruptsAndMem ; (2DBD) Jump to Sub_SetInterruptsAndMem
ResetToMenuScreen
;############################################################################################################################
;#
;############################################################################################################################
JSR sub_ResetToMenu ; (2DC0) Jump to Subroutine at sub_ResetToMenu
LDA $C5 ; (2DC3) Load A with $C5 (197 / 11000101)
CMP #$40 ; (2DC5) Subtract #$40 from A (64 / 01000000)
BEQ branch_MainMenuLoop ; (2DC7) Branch to branch_MainMenuLoop if Equal
Menu_FirePressed
;############################################################################################################################
;#
;############################################################################################################################
LDA BorderColour ; (2DC9) Load A with BorderColour - $D020.
AND #$0F ; (2DCC) Logical AND with Accumulator and #$0F (15 / 00001111)
BEQ branch_2DD3 ; (2DCE) Branch to branch_2DD3 if Equal
JSR sub_CheckSetHighScore ; (2DD0) Jump to Subroutine at sub_CheckSetHighScore
branch_2DD3
;############################################################################################################################
;#
;############################################################################################################################
JMP jump_C646 ; (2DD3) Jump to jump_C646
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$EA,$EA,$EA
jump_2DFA
;############################################################################################################################
;# Updates $0328 to #EA.
;# sub_SetBasicMovementVars
;# SetScreenColours
;# SetScreenColours
;# Sub_DisableKernalROM
;# Updates self_modifying_2A0B+1 to #2C.
;# Updates CF15,X with #00.
;# Jumps to $2CE4
;############################################################################################################################
JSR sub_75A7 ; (2DFA) Jump to Subroutine at sub_75A7
JMP jump_2CE4 ; (2DFD) Jump to jump_2CE4
.byte $60,$EA,$EA,$EA,$EA,$EA,$EA