playmylevel
by asmagicianmaks
Game: SMW
Description:
CarlModule: LDA #$00 PHA PLB LDY $0100|!addr LDA.l !carl_initialized BNE + CPY #$0B BNE ++ LDA $0DD5|!addr AND #$7F BEQ ++ LDA #$DE LDX #$C0 LDY #$DE RTL ++ CPY #$0F BNE .ret LDA #$01 STA.l !carl_initialized RTL + DEC BNE + CPY #$11 BNE .ret LDA #$10 ;Prevent running module twice in case of NMI STA.l !carl_initialized JSR GameMode11 LDA #$29 STA $0100|!addr LDA #$02 STA.l !carl_initialized RTL + DEC BNE + STZ $4200 LDA #$12 STA $0100|!addr LDA #$10 ;Prevent running module twice in case of NMI STA.l !carl_initialized JSR GameMode12 LDA #$03 STA.l !carl_initialized RTL + CMP #$10 BEQ .ret LDA #$00 STA.l !carl_initialized .ret RTL ;Game Mode 11 GameMode11: STZ $4200 STZ $15 STZ $16 STZ $17 STZ $18 LDA.w $141A|!addr BNE + LDA.w $141D|!addr BEQ + JSL $04DC09|!bank + STZ.w $13D5|!addr STZ.w $13D9|!addr LDA.b #$50 STA.w $13D6|!addr JSL CODE_05D796 LDX.b #$07 - LDA $1A,X STA.w $1462|!addr,X DEX BPL - LDA.l $009702|!bank CMP #$EA BEQ + PHK PEA.w (+)-1 PEA.w $84CE JML $008134|!bank + PHK PEA.w (+)-1 PEA.w $84CE JML $00A635|!bank + LDA.b #$20 STA $5E STZ $13CD|!addr ;LM3 thing, has flags for left facing entrance and BG height PHK PEA.w (+)-1 PEA.w $84CE JML $00A796|!bank + INC.w $1404|!addr JSL $00F6DB|!bank JSL CODE_05801E PHK PEA.w (+)-1 PEA.w $84CE JML $00971A|!bank ;Run the end as normal + ;Change timer,music,etc RTS CODE_05801E: PHP SEP #$20 REP #$10 LDX.w #$0000 - LDA.b #$25 STA.l $7EB900,X STA.l $7EBB00,X INX CPX.w #$0200 BNE - STZ.w $1928|!addr LDA $6A CMP.b #$FF BNE + REP #$10 LDY.w #$0000 LDX $68 CPX.w #$E8FE BCC ++ LDY.w #$0001 ++ LDX.w #$0000 TYA - STA.l $7EBD00,X STA.l $7EBF00,X INX CPX.w #$0200 BNE - LDA.b #$0C STA $6A STZ.w $1932|!addr STZ.w $1931|!addr LDX.w #$B900 STX $0D REP #$20 PHK PEA.w (+)-1 PEA.w $8124 JML $058126|!bank + JML $058074|!bank CODE_05D796: ;-----------| Primary header loading subroutine. Also handles No-Yoshi and CI2. PHB ;$05D796 | PHK ;$05D797 | PLB ;$05D798 | SEP #$30 ;$05D799 | STZ.w $13CF ;$05D79B | LDA.w $141A ;$05D7AB |\ BNE CODE_05D7B3 ;$05D7AE || Jump further down if entering a level for the first time (i.e. not a sublevel). JMP CODE_05D83E ;$05D7B0 |/ CODE_05D7B3: ;```````````| Loading a sublevel. LDX $95 ;$05D7B3 | LDA $5B ;$05D7B5 | AND.b #$01 ;$05D7B7 | BEQ CODE_05D7BD ;$05D7B9 | LDX $97 ;$05D7BB | CODE_05D7BD: ; | LDA.w $19B8,X ;$05D7BD |\ STA.w $17BB ;$05D7C0 || Get level number to load. STA $0E ;$05D7C3 |/ STZ $0F ;$05D7D2 | LDA.w $1B93 ;$05D7D4 |\ Branch if this is not a secondary exit. BEQ CODE_05D83B ;$05D7D7 |/ REP #$30 ;$05D7D9 | LDA.w #$0000 ;$05D7DB | SEP #$20 ;$05D7DE | LDY $0E ;$05D7E0 | LDA.w DATA_05F800,Y ;$05D7E2 | STA $0E ;$05D7E5 | STA.w $17BB ;$05D7E7 | LDA.w DATA_05FA00,Y ;$05D7EA | STA $00 ;$05D7ED | AND.b #$0F ;$05D7EF | TAX ;$05D7F1 | LDA.l DATA_05D730,X ;$05D7F2 | STA $96 ;$05D7F6 | LDA.l DATA_05D740,X ;$05D7F8 | STA $97 ;$05D7FC | LDA $00 ;$05D7FE | AND.b #$30 ;$05D800 | LSR ;$05D802 | LSR ;$05D803 | LSR ;$05D804 | LSR ;$05D805 | TAX ;$05D806 | LDA.l DATA_05D708,X ;$05D807 | STA $1C ;$05D80B | LDA $00 ;$05D80D | LSR ;$05D80F | LSR ;$05D810 | LSR ;$05D811 | LSR ;$05D812 | LSR ;$05D813 | LSR ;$05D814 | TAX ;$05D815 | LDA.l DATA_05D70C,X ;$05D816 | STA $20 ;$05D81A | LDA.w DATA_05FC00,Y ;$05D81C | STA $01 ;$05D81F | LSR ;$05D821 | LSR ;$05D822 | LSR ;$05D823 | LSR ;$05D824 | LSR ;$05D825 | TAX ;$05D826 | LDA.l DATA_05D750,X ;$05D827 | STA $94 ;$05D82B | LDA.l DATA_05D758,X ;$05D82D | STA $95 ;$05D831 | LDA.w DATA_05FE00,Y ;$05D833 | AND.b #$07 ;$05D836 | STA.w $192A ;$05D838 | CODE_05D83B: ; | JMP CODE_05D8B7 ;$05D83B | CODE_05D83E: ;-----------| Routine for loading a primary level. STZ $0F ;$05D83E | LDY.b #$00 ;$05D840 | REP #$30 ;$05D847 | STZ $1A ;$05D849 | STZ $1E ;$05D84B | LDX.w $0DD6 ;$05D84D |\ LDA.w $1F1F,X ;$05D850 || Get location on the map, quadrant format. AND.w #$000F ;$05D853 || STA $00 ;$05D856 || $00 contains 00000000 0000xxxx... LDA.w $1F21,X ;$05D858 || AND.w #$000F ;$05D85B || ASL ;$05D85E || ASL ;$05D85F || ASL ;$05D860 || ASL ;$05D861 || STA $02 ;$05D862 || ...$02 contains 00000000 yyyy0000... LDA.w $1F1F,X ;$05D864 || AND.w #$0010 ;$05D867 || ASL ;$05D86A || ASL ;$05D86B || ASL ;$05D86C || ASL ;$05D86D || ORA $00 ;$05D86E || STA $00 ;$05D870 || ...$00 now contains 0000000X 0000xxxx... LDA.w $1F21,X ;$05D872 || AND.w #$0010 ;$05D875 || ASL ;$05D878 || ASL ;$05D879 || ASL ;$05D87A || ASL ;$05D87B || ASL ;$05D87C || ORA $02 ;$05D87D || ...and finally X contains 000000YX yyyyxxxx. ORA $00 ;$05D87F || TAX ;$05D881 || LDA.w $0DD6 ;$05D882 ||\ AND.w #$00FF ;$05D885 ||| LSR ;$05D888 ||| LSR ;$05D889 ||| TAY ;$05D88A ||| LDA.w $1F11,Y ;$05D88B ||| If on submap, change that to 000001YX yyyyxxxx. AND.w #$000F ;$05D88E ||| BEQ CODE_05D899 ;$05D891 ||| TXA ;$05D893 ||| CLC ;$05D894 ||| ADC.w #$0400 ;$05D895 ||| TAX ;$05D898 |// CODE_05D899: ; | SEP #$20 ;$05D899 | LDA.l $7ED000,X ;$05D89B |\ Store level number of the tile Mario is currently on to translevel number. STA.w $13BF ;$05D89F |/ CODE_05D8A2: ; | LDA #$00 STA $0E ;$05D8AC || STZ $0F ;$05D8B5 | CODE_05D8B7: ; | REP #$30 ;$05D8B7 | LDA $0E ;$05D8B9 |\ ASL ;$05D8BB || CLC ;$05D8BC || Get index to level data pointer table (multiply by 3). ADC $0E ;$05D8BD || TAY ;$05D8BF |/ SEP #$20 ;$05D8C0 | LDA.w Layer1Ptrs,Y ;$05D8C2 |\ STA $65 ;$05D8C5 || LDA.w Layer1Ptrs+1,Y ;$05D8C7 || Store Layer 1 data pointer to RAM. STA $66 ;$05D8CA || LDA.w Layer1Ptrs+2,Y ;$05D8CC || STA $67 ;$05D8CF |/ LDA.w Layer2Ptrs,Y ;$05D8D1 |\ STA $68 ;$05D8D4 || LDA.w Layer2Ptrs+1,Y ;$05D8D6 || Store Layer 2 data pointer to RAM. STA $69 ;$05D8D9 || LDA.w Layer2Ptrs+2,Y ;$05D8DB || STA $6A ;$05D8DE |/ LDA.w SprPtrs,Y STA $CE LDA.w SprPtrs+1,Y STA $CF LDA.w SprPtrs+2,y STA $D0 LDA [$CE] AND.b #$3F ;$05D8FB || Store sprite memory setting. STA.w $1692 ;$05D8FD |/ LDA [$CE] ;$05D900 |\ AND.b #$C0 ;$05D902 || Store sprite buoyancy settings. STA.w $190E ;$05D904 |/ REP #$10 ;$05D907 | SEP #$20 ;$05D909 | LDY $0E ;$05D90B | LDA.w DATA_05F000,Y ;$05D90D |\ LSR ;$05D910 || LSR ;$05D911 || LSR ;$05D912 || LSR ;$05D913 || Store horizontal and vertical scroll settings for Layer 2. TAX ;$05D914 || LDA.l DATA_05D720,X ;$05D915 || STA.w $1413 ;$05D919 || LDA.l DATA_05D710,X ;$05D91C || STA.w $1414 ;$05D920 |/ LDA.b #$01 ;$05D923 |\ Enable horizontal scrolling. STA.w $1411 ;$05D925 |/ LDA.w DATA_05F200,Y ;$05D928 |\ AND.b #$C0 ;$05D92B || CLC ;$05D92D || ASL ;$05D92E || Store Layer 3 settings. ROL ;$05D92F || ROL ;$05D930 || STA.w $1BE3 ;$05D931 |/ STZ $1D ;$05D934 |\ Zero Layer 1 and 2 high Y positions. STZ $21 ;$05D936 |/ LDA.w DATA_05F600,Y ;$05D938 |\ AND.b #$80 ;$05D93B || Store No Yoshi flag. STA.w $141F ;$05D93D |/ LDA.w DATA_05F600,Y ;$05D940 |\ AND.b #$60 ;$05D943 || LSR ;$05D945 || LSR ;$05D946 || Store vertical level flags. LSR ;$05D947 || LSR ;$05D948 || LSR ;$05D949 || STA $5B ;$05D94A |/ LDA.w $1B93 ;$05D94C |\ Branch if this is a secondary exit. BNE CODE_05D9A1 ;$05D94F |/ LDA.w DATA_05F000,Y ;$05D951 |\ AND.b #$0F ;$05D954 || TAX ;$05D956 || LDA.l DATA_05D730,X ;$05D957 || Store entrance Y position. STA $96 ;$05D95B || LDA.l DATA_05D740,X ;$05D95D || STA $97 ;$05D961 |/ LDA.w DATA_05F200,Y ;$05D963 |\ STA $02 ;$05D966 || AND.b #$07 ;$05D968 || TAX ;$05D96A || Store entrance X position. LDA.l DATA_05D750,X ;$05D96B || STA $94 ;$05D96F || LDA.l DATA_05D758,X ;$05D971 || STA $95 ;$05D975 |/ LDA $02 ;$05D977 |\ AND.b #$38 ;$05D979 || LSR ;$05D97B || Store Mario entrance action. LSR ;$05D97C || LSR ;$05D97D || STA.w $192A ;$05D97E |/ LDA.w DATA_05F400,Y ;$05D981 |\ STA $02 ;$05D984 || AND.b #$03 ;$05D986 || Store BG initial position. TAX ;$05D988 || LDA.l DATA_05D70C,X ;$05D989 || STA $20 ;$05D98D |/ LDA $02 ;$05D98F |\ AND.b #$0C ;$05D991 || LSR ;$05D993 || LSR ;$05D994 || Store FG initial position. TAX ;$05D995 || LDA.l DATA_05D708,X ;$05D996 || STA $1C ;$05D99A |/ LDA.w DATA_05F600,Y ;$05D99C | STA $01 ;$05D99F | CODE_05D9A1: ; | LDA $5B ;$05D9A1 |\ AND.b #$01 ;$05D9A3 || Branch if not a vertical level. BEQ CODE_05D9B8 ;$05D9A5 |/ LDY.w #$0000 ;$05D9A7 |\ LDA [$65],Y ;$05D9AA || Store spawn screen number? AND.b #$1F ;$05D9AC || STA $97 ;$05D9AE |/ INC A ;$05D9B0 |\ Store level length (vertical level) STA $5F ;$05D9B1 |/ LDA.b #$01 ;$05D9B3 |\ Enable vertical scrolling. STA.w $1412 ;$05D9B5 |/ CODE_05D9B8: ; | LDA.w $141A ;$05D9B8 |\ If not the first room of the level, end. BNE CODE_05D9EC ;$05D9BB |/ LDA $02 ;$05D9BD |\ LSR ;$05D9BF || LSR ;$05D9C0 || Store midway screen. LSR ;$05D9C1 || LSR ;$05D9C2 || STA.w $13CD ;$05D9C3 |/ STZ.w $13CE ;$05D9C6 | Reset midway point flag. LDX.w $13BF LDA.l $05D608|!bank,X ;Store the event the level activates. STA.w $1DEA SEP #$10 ;$05D9D2 | LDX.w $13BF ;$05D9D4 |\ LDA.w $1EA2,X ;$05D9D7 || Check if midway flag has been set. AND.b #$40 ;$05D9DA || Branch if not. BEQ CODE_05D9EC ;$05D9DC |/ STA.w $13CF ;$05D9DE | Override the No Yoshi entrance cutscene. LDA $02 ;$05D9E1 |\ LSR ;$05D9E3 || LSR ;$05D9E4 || Store Mario spawn screen position for midpoint. LSR ;$05D9E5 || LSR ;$05D9E6 || STA $95 ;$05D9E7 |/ JMP CODE_05DA17 ;$05D9E9 | CODE_05D9EC: REP #$10 ;$05D9EC | LDA $01 ;$05D9EE |\ AND.b #$1F ;$05D9F0 || $01 = eeeee bits of $05F600 STA $01 ;$05D9F2 |/ LDA $5B ;$05D9F4 |\ AND.b #$01 ;$05D9F6 || Check if Layer 1 is horizontal. BNE CODE_05DA01 ;$05D9F8 |/ LDA $01 ;$05D9FA |\ If horizontal, store Mario's spawn screen number (X). STA $95 ;$05D9FC |/ JMP CODE_05DA17 ;$05D9FE | CODE_05DA01: LDA $01 ;$05DA01 |\ If vertical, store Mario's spawn screen number (Y). STA $97 ;$05DA03 |/ STA $1D ;$05DA05 | Store Layer 1's Y position screen number. SEP #$10 ;$05DA07 | LDY.w $1414 ;$05DA09 |\ CPY.b #$03 ;$05DA0C || If Layer 2's scroll speed isn't "slow", store its Y position screen number. BEQ CODE_05DA12 ;$05DA0E || STA $21 ;$05DA10 |/ CODE_05DA12: ; | LDA.b #$01 ;$05DA12 |\ Enable vertical scrolling (always on in vertical levels) STA.w $1412 ;$05DA14 |/ CODE_05DA17: ; | SEP #$30 ;$05DA17 | CODE_05DA24: LDX.b #$04 ;$05DA24 |\ LDY.b #$04 ;$05DA26 || LDA [$65],Y ;$05DA28 || AND.b #$0F ;$05DA2A || If the level's tileset doesn't use a No Yoshi intro, skip over the load routine. CODE_05DA2C: ; || CMP.l DATA_05D760,X ;$05DA2C || BEQ CODE_05DA38 ;$05DA30 || DEX ;$05DA32 || BPL CODE_05DA2C ;$05DA33 |/ CODE_05DA35: ; | JMP CODE_05DAD7 ;$05DA35 | CODE_05DA38: LDA.w $141A ;$05DA38 |\ BNE CODE_05DA35 ;$05DA3B || If not the first levelm LDA.w $141D ;$05DA3D || Mario Start! is disabled, BNE CODE_05DA35 ;$05DA40 || or the No Yoshi entrance is disabled, LDA.w $141F ;$05DA42 || don't show the No Yoshi entrance. BNE CODE_05DA35 ;$05DA45 |/ LDA.w $13BF ;$05DA47 | CMP.b #$31 ;$05DA4A |\ BEQ CODE_05DA5E ;$05DA4C || CMP.b #$32 ;$05DA4E || BEQ CODE_05DA5E ;$05DA50 || Five levels which will use the CMP.b #$34 ;$05DA52 || dark-background castle intro if BEQ CODE_05DA5E ;$05DA54 || the level is set to tileset 1. CMP.b #$35 ;$05DA56 || BEQ CODE_05DA5E ;$05DA58 || CMP.b #$40 ;$05DA5A || BNE CODE_05DA60 ;$05DA5C |/ CODE_05DA5E: ; | LDX.b #$05 ;$05DA5E | CODE_05DA60: ; | LDA.w $13CF ;$05DA60 |\ Check if No Yoshi intro has been overriden by midpoint. BNE CODE_05DAD0 ;$05DA63 |/ LDA.l DATA_05D790,X ;$05DA65 |\ STA $96 ;$05DA69 || Load the No Yoshi cutscene. LDA.b #$01 ;$05DA6B || STA $97 ;$05DA6D || LDA.b #$30 ;$05DA6F || STA $94 ;$05DA71 || STZ $95 ;$05DA73 || LDA.b #$C0 ;$05DA75 || STA $1C ;$05DA77 || STA $20 ;$05DA79 || STZ.w $192A ;$05DA7B || LDA.b #$EE ;$05DA7E ||\ STA $CE ;$05DA80 ||| LDA.b #$C3 ;$05DA82 ||| Set sprite data pointer to $07C3EE (no sprites). STA $CF ;$05DA84 ||| LDA.b #$07 ;$05DA86 ||/ STA $D0 ;$05DA88 || LDA [$CE] ;$05DA8A || AND.b #$3F ;$05DA8C || STA.w $1692 ;$05DA8E || LDA [$CE] ;$05DA91 || AND.b #$C0 ;$05DA93 || STA.w $190E ;$05DA95 || STZ.w $1413 ;$05DA98 || STZ.w $1414 ;$05DA9B || STZ.w $1411 ;$05DA9E || STZ $5B ;$05DAA1 || LDA.l DATA_05D78A,X ;$05DAA3 || STA.w $1BE3 ;$05DAA7 || STX $00 ;$05DAAA || TXA ;$05DAAC || ASL ;$05DAAD || CLC ;$05DAAE || ADC $00 ;$05DAAF || TAY ;$05DAB1 || LDA.w PtrsLong05D766,Y ;$05DAB2 || STA $65 ;$05DAB5 || LDA.w PtrsLong05D766+1,Y ;$05DAB7 || STA $66 ;$05DABA || LDA.w PtrsLong05D766+2,Y ;$05DABC || STA $67 ;$05DABF || LDA.w PtrsLong05D778,Y ;$05DAC1 || STA $68 ;$05DAC4 || LDA.w PtrsLong05D778+1,Y ;$05DAC6 || STA $69 ;$05DAC9 || LDA.w PtrsLong05D778+2,Y ;$05DACB || STA $6A ;$05DACE |/ CODE_05DAD0: ; | LDA.l DATA_05D760,X ;$05D7D0 |\ Store tileset settings. STA.w $1931 ;$05DAD4 |/ CODE_05DAD7: ; | PLB ;$05DAEB | SEP #$30 ;$05DAEC | RTL ;$05DAEE | DATA_05D708: ;$05D708 | FG initial positions. db $00,$60,$C0,$00 DATA_05D70C: ;$05D70C | BG initial positions. db $60,$90,$C0,$00 DATA_05D710: ;$05D710 | Vertical scroll settings for Layer 2. db $03,$01,$01,$00,$00,$02,$02,$01 db $00,$00,$00,$00,$00,$00,$00,$00 DATA_05D720: ;$05D720 | Horizontal scroll settings for Layer 2. db $02,$02,$01,$00,$01,$02,$01,$00 db $00,$00,$00,$00,$00,$00,$00,$00 DATA_05D730: ;$05D730 | Initial Mario Y positions for entrances. db $00,$30,$60,$80,$A0,$B0,$C0,$E0 db $10,$30,$50,$60,$70,$90,$00,$00 DATA_05D740: ;$05D740 | Initial Mario Y subscreen positions. db $00,$00,$00,$00,$00,$00,$00,$00 db $01,$01,$01,$01,$01,$01,$01,$01 DATA_05D750: ;$05D750 | Initial Mario X positions for entrances. db $10,$80,$00,$E0,$10,$70,$00,$E0 DATA_05D758: ;$05D758 | Initial Mario X subscreen positions. db $00,$00,$00,$00,$01,$01,$01,$01 DATA_05D760: ;$05D760 | The tileset each No Yoshi intro is used with. db $05,$01,$02,$06,$08,$01 ; The last byte is only used for the 5 associated levels at $05DA4A. PtrsLong05D766: ;$05D766 | Pointers for the No Yoshi intros (layer 1). dl $078000 ; Ghouse house entrance dl $07801E ; Castle entrance 1 dl $07804E ; Sign entrance 1 dl $07809F ; Sign entrance 2 dl $0780B1 ; Sign entrance 3 dl $078090 ; Castle entrance 2 PtrsLong05D778: ;$05D778 | Pointers for the No Yoshi intros (layer 2). dl $078018 dl $FFD900 dl $FFD900 dl $FFE684 dl $FFDF59 dl $FFE8EE DATA_05D78A: ;$05D78A | Layer 3 setting for each of the no-Yoshi entrances (for $1BE3). db $03,$00,$00,$00,$00,$00 DATA_05D790: ;$05D790 | Initial X positions for Mario in each of the no-Yoshi entrances. db $70,$70,$60,$70,$70,$70 Layer1Ptrs: dl Level0L1,Level1L1,$068636|!bank Layer2Ptrs: dl $FFD900,Level1L2,$FFF45A SprPtrs: dl Level0Spr,Level1Spr,$07D152|!bank DATA_05F000: ;$05F000 | Secondary level header first byte. SSSSYYYY db $5B,$7D,$0B DATA_05F200: ;$05F200 | Secondary level header second byte. 33AAAXXX. db $00,$C0,$00 DATA_05F400: ;$05F400 | Secondary level header third byte. MMMMFFBB. db $5A,$03,$00 DATA_05F600: ;$05F600 | Secondary level header fourth byte. IUVEEEEE db $00,$67,$00 DATA_05F800: ;$05F800 | Secondary exit data first byte. Low byte of destination. db $00 DATA_05FA00: ;$05FA00 | Secondary exit data second byte. BBFFYYYY; BG, FG, Y positions. db $00 DATA_05FC00: ;$05FC00 | Secondary exit data third byte. XXXSSSSS; X position, screen number. db $00 DATA_05FE00: ;$05FE00 | Secondary exit data fourth byte. S---LAAA; slippery, high level byte, mario action. db $00 ;Game Mode 12 GameMode12: ;You can modify Map16 pointers here PHK PEA.w (+)-1 PEA.w $84CE JML $00A59C|!bank + ;Load custom graphics ;Load custom palette RTS Level0L1: db $2D, $40, $08, $C0, $07, $0C, $00, $01 db $77, $F0, $04, $77, $FE, $12, $F7, $F1 db $02, $77, $F8, $12, $05, $00, $01, $35 db $51, $30, $00, $00, $01, $58, $10, $43 db $77, $FB, $14, $77, $F0, $04, $94, $A0 db $00, $10, $A6, $00, $14, $94, $04, $14 db $A7, $00, $14, $05, $30, $16, $FC, $10 db $77, $F7, $12, $77, $F0, $02, $95, $F6 db $20, $14, $FE, $30, $77, $F9, $13, $94 db $F9, $31, $77, $F0, $04, $77, $FB, $14 db $B8, $34, $25, $38, $37, $23, $14, $9D db $02, $14, $0E, $30, $58, $18, $0C, $77 db $F0, $02, $77, $F7, $12, $13, $00, $11 db $B8, $35, $25, $38, $39, $23, $10 db $90, $07, $10, $9B, $02, $17, $02, $46 db $10, $AE, $00, $14, $0E, $2C, $58, $1A db $3D, $77, $F9, $13, $94, $05, $2A, $14 db $94, $00, $14, $AA, $00, $14, $AD, $00 db $10, $0D, $30, $77, $F0, $04, $77, $FB db $14, $94, $A0, $00, $14, $96, $00, $10 db $99, $02, $77, $F0, $02, $77, $F7, $12 db $90, $90, $03, $14, $91, $01, $10, $A1 db $01, $17, $D6, $00, $16, $D7, $10, $15 db $D8, $20, $77, $F9, $13, $14, $D9, $30 db $14, $DC, $30, $16, $DE, $10, $17, $DF db $00, $15, $DD, $20, $F7, $F0, $04, $17 db $D4, $00, $16, $D5, $10, $15, $D6, $20 db $14, $DB, $30, $16, $DD, $10, $77, $FE db $11, $17, $DE, $00, $15, $DC, $20, $14 db $D7, $31, $38, $38, $25, $38, $3B, $23 db $96, $F3, $10, $14, $98, $03, $14, $AA db $00, $77, $F0, $02, $77, $F7, $12, $97 db $D5, $00, $16, $D6, $10, $15, $D7, $20 db $14, $D8, $30, $16, $F3, $10, $13, $D9 db $40, $12, $DA, $50, $11, $DB, $60, $10 db $DC, $71, $AF, $56, $91, $09, $00, $01 db $58, $1C, $43, $1F, $00, $01, $03, $00 db $00, $01, $FF Level0Spr: db $04, $71, $61, $0F, $71, $82, $0F, $71 db $33, $0F, $71, $53, $0F, $F0, $05, $0F db $F0, $25, $0F, $71, $16, $0F, $71, $36 db $0F, $71, $B6, $04, $71, $27, $0F, $71 db $47, $0F, $71, $C7, $0F, $71, $E7, $0F db $71, $08, $0F, $71, $28, $0F, $71, $EA db $0F, $71, $0B, $0F, $71, $7C, $7B, $FF Level1L1: db $67, $68, $31, $CB, $11, $60, $C0, $71 db $62, $C0, $16, $62, $C2, $12, $65, $C2 db $13, $69, $C0, $31, $6B, $C0, $14, $6B db $C2, $12, $6E, $C2, $11, $6E, $C4, $11 db $6E, $C6, $31, $66, $CA, $19, $6E, $CC db $31, $60, $C8, $71, $0C, $07, $90, $09 db $06, $87, $EE, $C0, $71, $6D, $C8, $12 db $6E, $CA, $21, $0F, $DD, $00, $6B, $CC db $12, $60, $C0, $41, $60, $C5, $1B, $60 db $C7, $51, $62, $CC, $12, $00, $DD, $00 db $02, $D1, $30, $04, $D1, $30, $06, $D2 db $20, $07, $02, $87, $08, $D2, $20, $0A db $D2, $20, $E0, $C0, $13, $65, $C0, $11 db $69, $C0, $12, $6D, $C0, $12, $6E, $C2 db $11, $6E, $C4, $51, $6E, $CA, $31, $69 db $CE, $16, $68, $C9, $15, $64, $C9, $13 db $60, $CE, $17, $60, $CB, $21, $60, $C7 db $31, $60, $C2, $41, $07, $D2, $00, $0B db $A5, $00, $08, $A5, $00, $05, $A5, $00 db $02, $DD, $00, $0A, $0D, $19, $0B, $0D db $1A, $0C, $0D, $1B, $0D, $0D, $1C, $E0 db $C0, $51, $60, $C6, $22, $60, $C9, $62 db $63, $C6, $61, $63, $CD, $21, $66, $CB db $41, $66, $C8, $21, $66, $C0, $71, $68 db $CE, $11, $6E, $CB, $41, $6E, $C4, $61 db $6E, $C0, $31, $03, $02, $11, $08, $D2 db $00, $09, $D6, $00, $08, $DA, $10, $EE db $C0, $11, $6B, $C2, $24, $67, $C5, $18 db $6E, $C7, $61, $6B, $CE, $14, $0B, $5A db $32, $67, $C7, $61, $66, $CE, $12, $60 db $CE, $13, $60, $C5, $81, $60, $C0, $41 db $02, $95, $04, $05, $05, $2B, $E0, $C2 db $31, $60, $C6, $1A, $60, $C8, $33, $6D db $C9, $62, $68, $CC, $11, $07, $DC, $30 db $00, $DF, $04, $EE, $C0, $B1, $60, $C3 db $18, $60, $C5, $61, $60, $CC, $34, $0A db $A8, $02, $0B, $08, $31, $09, $DB, $04 db $EE, $C3, $A1, $64, $CB, $29, $64, $CE db $1B, $60, $CB, $43, $00, $00, $00, $02 db $FF Level1L2: db $07, $68, $31, $CB, $11, $60, $CD, $13 db $E0, $C5, $1C, $6D, $C5, $12, $03, $D4 db $00, $63, $E3, $10, $65, $E3, $10, $67 db $E3, $10, $69, $E3, $10, $6B, $E3, $10 db $6D, $E3, $10, $6F, $E3, $10, $05, $D4 db $00, $07, $D4, $00, $09, $D4, $00, $0B db $D4, $00, $0D, $D4, $00, $0F, $D4, $00 db $60, $CA, $14, $60, $CE, $16, $70, $C5 db $12, $11, $D3, $10, $73, $CA, $14, $70 db $CE, $17, $03, $00, $01, $71, $C0, $26 db $72, $C3, $12, $75, $C3, $12, $72, $C5 db $15, $70, $C7, $24, $75, $C7, $22, $71 db $CA, $12, $74, $CA, $11, $76, $CA, $31 db $70, $CC, $15, $E0, $C8, $13, $60, $CA db $31, $62, $CA, $12, $62, $CC, $13, $71 db $C0, $16, $E0, $C0, $1B, $6E, $C0, $11 db $60, $CC, $26, $70, $C0, $17, $72, $CC db $15, $E0, $C0, $29, $6A, $C9, $25, $70 db $C9, $21, $74, $C4, $13, $E0, $C0, $2B db $6E, $C9, $11, $70, $C9, $17, $71, $C7 db $16, $74, $C5, $13, $FF Level1Spr: db $00, $B0, $90, $32, $D0, $82, $32, $90 db $82, $32, $D0, $D2, $32, $30, $53, $32 db $A0, $44, $32, $70, $55, $32, $40, $55 db $2F, $00, $77, $EF, $FFback to listings