spreadfast
by tjb0607
Game: SMW
Description: dtothefourth's "duplicating tiles" patch, but every single frame
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; Duplicating tiles by dtothefourth ; ; Causes tiles to randomly copy themselves to adjacent tiles. ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; !Rate = #$01 ; How many frames between spreading tiles !Num = #$01 ; How many tiles per spread ;note that above 3 will cause flicker and 3 will cause flicker when also collecting coins and such !AllowAir = 0 ; If not 0, air tiles will also be allowed to duplicate instead of just solid tiles ;Probably want to turn the rate up a bit, as it will spend a fair amount of time duping air on top of air !Retry = #$0020 ; How many times it will re-roll duplication targets if it chooses an invalid one ; More consistant duping at the cost of potential lag, turn down for no lag ;FreeRAM !XPos = $7FB600 !YPos = $7FB602 !Tile = $7FB604 !Prop = $7FB605 !Timer2 = $7FB606 nmi: LDA $00 PHA LDA $9D ORA $13D4 ORA $13FB ORA $1426 ORA $1493 ORA $0D9B BEQ + - PLA STA $00 RTL + LDA $3E AND #$07 CMP #$07 BEQ - LDA !Timer2 ; \ because there's no init function with CARL CMP #$55 ; | snes initializes ram at #$55 i think BNE + ; | so this'll initialize it at #$00 instead LDA #$00 ; | STA !Timer2 ; | + ; / LDA !Timer2 INC STA !Timer2 CMP !Rate BEQ + PLA STA $00 RTL + LDX !Num-1 - PHX JSR Generate PLX DEX BPL - PLA STA $00 RTL Generate: LDA #$00 STA !Timer2 REP #$20 LDA $94 SEC SBC $7E CMP #$0010 BPL + LDA #$0010 + STA $9A STA !XPos LDA $96 SEC SBC $80 CMP #$0010 BPL + LDA #$0010 + STA $98 STA !YPos LDA #$0000 STA $1933 STA !Prop - LDA !Prop INC STA !Prop CMP !Retry BNE +++++ SEP #$20 RTS +++++ SEP #$20 JSL $01ACF9 REP #$20 AND #$00F0 CMP #$00F0 BEQ - CLC ADC !XPos STA $9A -- SEP #$20 JSL $01ACF9 REP #$20 AND #$00F0 CMP #$00F0 BEQ -- CMP #$00E0 BEQ -- CMP #$00D0 BEQ -- CLC ADC !YPos STA $98 CMP #$01C0 BPL - LDA $98 SEC SBC $96 BPL +++ EOR #$FFFF INC +++ STA $00 LDA $9A SEC SBC $94 BPL +++ EOR #$FFFF INC +++ CLC ADC $00 CMP #$0041 BMI - JSR GetMap16 if !AllowAir == 0 CMP #$0025 BEQ - endif PHA JSR Offset PLA REP #$10 TAX JSR change_map16 SEP #$30 + RTS Offset: SEP #$20 JSL $01ACF9 AND #$03 BNE + REP #$20 LDA $98 SEC SBC #$0010 STA $98 RTS + CMP #$01 BNE + REP #$20 LDA $9A CLC ADC #$0010 STA $9A RTS + CMP #$02 BNE + REP #$20 LDA $98 CLC ADC #$0010 STA $98 RTS + REP #$20 LDA $9A SEC SBC #$0010 STA $9A RTS change_map16: LDA $0F : PHA PHP PHY PHX LDY $98 STY $0E LDY $9A STY $0C SEP #$30 LDA $5B LDX $1933 BEQ .Layer1 LSR A .Layer1 STA $0A LSR A BCC .Horz LDA $9B LDY $99 STY $9B STA $99 .Horz LDA $99 CMP #$02 .check BCS .End LDA $9B CMP $5D BCC .NoEnd .End REP #$10 PLX PLY PLP JMP .returnasdf .NoEnd STA $0B ASL A ADC $0B TAY REP #$20 LDA $98 AND.w #$FFF0 STA $08 AND.w #$00F0 ASL #2 ; 0000 00YY YY00 0000 XBA ; YY00 0000 0000 00YY STA $06 TXA SEP #$20 ASL A TAX LDA $0D LSR A LDA $0F AND #$01 ; 0000 000y ROL A ; 0000 00yx ASL #2 ; 0000 yx00 ORA.l .LayerData,x ; 001l yx00 TSB $06 ; $06 : 001l yxYY LDA $9A ; X LowByte AND #$F0 ; XXXX 0000 LSR #3 ; 000X XXX0 TSB $07 ; $07 : YY0X XXX0 LSR A TSB $08 LDA $1925 ASL A REP #$31 ADC $00BEA8,x TAX TYA ADC $00,x TAX LDA $08 ADC $00,x TAX PLA ASL A TAY LSR A SEP #$20 STA $7E0000,x XBA STA $7F0000,x LSR $0A LDA $1933 REP #$20 BCS .Vert BNE .HorzL2 .HorzL1 LDA $1A ;\ SBC #$007F ; |$08 : Layer1X - 0x80 STA $08 ;/ LDA $1C ; $0A : Layer1Y BRA .Common .HorzL2 LDA $1E ;\ $08 : Layer2X STA $08 ;/ LDA $20 ;\ $0A : Layer2Y - 0x80 SBC #$007F ;/ BRA .Common .Vert BNE .VertL2 LDA $1A ;\ $08 : Layer1X STA $08 ;/ LDA $1C ;\ $0A : Layer1Y - 0x80 SBC #$0080 ;/ BRA .Common .VertL2 LDA $1E ;\ SBC #$0080 ; |$08 : Layer2X - 0x80 STA $08 ;/ LDA $20 ; $0A : Layer2Y .Common STA $0A PHB PHK ; PER $0006 PEA .return-1 PEA $804C JML $00C0FB .return PLB PLY PLP .returnasdf PLA : STA $0F RTS .LayerData db $20,$00,$30 GetMap16: PHX PHP REP #$10 PHB LDY $98 STY $0E LDY $9A STY $0C SEP #$30 LDA $5B LDX $1933 BEQ .layer1 LSR A .layer1 STA $0A LSR A BCC .horz LDA $9B LDY $99 STY $9B STA $99 .horz .verticalCheck LDA $99 CMP #$02 .check BCC .noEnd PLB PLP PLX PLA STA $00 LDA #$FF RTL .noEnd LDA $9B STA $0B ASL A ADC $0B TAY REP #$20 LDA $98 AND.w #$FFF0 STA $08 AND.w #$00F0 ASL #2 ; 0000 00YY YY00 0000 XBA ; YY00 0000 0000 00YY STA $06 TXA SEP #$20 ASL A TAX LDA $0D LSR A LDA $0F AND #$01 ; 0000 000y ROL A ; 0000 00yx ASL #2 ; 0000 yx00 ORA #$20 ; 0010 yx00 CPX #$00 BEQ .noAdd ORA #$10 ; 001l yx00 .noAdd TSB $06 ; $06 : 001l yxYY LDA $9A ; X LowByte AND #$F0 ; XXXX 0000 LSR #3 ; 000X XXX0 TSB $07 ; $07 : YY0X XXX0 LSR A TSB $08 LDA $1925 ASL A REP #$31 ADC $00BEA8,x TAX TYA ADC $00,x TAX LDA $08 ADC $00,x TAX SEP #$20 LDA $7F0000,x XBA LDA $7E0000,x SEP #$30 XBA TAY XBA PLB PLP PLX RTSback to listings