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authorB. Watson <yalhcru@gmail.com>2016-08-31 04:51:56 -0400
committerB. Watson <yalhcru@gmail.com>2016-08-31 04:51:56 -0400
commit5767fab24d2271f4fb4b76246f80051f248cda0f (patch)
tree022328217c069c6114c224f010f0bd47ab480f41 /jumpmanjr.html
parent8fefba0a2262d725dad7c25edc023c2590029126 (diff)
downloadjumpmanjr-5767fab24d2271f4fb4b76246f80051f248cda0f.tar.gz
regenerate jumpmanjr.html
Diffstat (limited to 'jumpmanjr.html')
-rw-r--r--jumpmanjr.html408
1 files changed, 239 insertions, 169 deletions
diff --git a/jumpmanjr.html b/jumpmanjr.html
index 4963c76..43c6999 100644
--- a/jumpmanjr.html
+++ b/jumpmanjr.html
@@ -7,7 +7,7 @@
<body bgcolor="#000000" text="#ffffff">
<pre>
<font color="#8080ff">; da65 V2.15 - Git 104f898</font>
-<font color="#8080ff">; Created: 2016-08-30 17:43:53</font>
+<font color="#8080ff">; Created: 2016-08-31 04:50:48</font>
<font color="#8080ff">; Input file: jumpmanjr.rom</font>
<font color="#8080ff">; Page: 1</font>
@@ -19,6 +19,8 @@
<font color="#00ffff">dm_ypos</font> :=<font color="#ff40ff"> $0054 </font> <font color="#8080ff">; see draw_map and level_maps.txt</font>
<font color="#00ffff">dm_xpos</font> :=<font color="#ff40ff"> $0055 </font> <font color="#8080ff">; see draw_map and level_maps.txt</font>
<font color="#ff40ff">SAVMSC</font> :=<font color="#ff40ff"> $0058 </font> <font color="#8080ff">; OS's idea of the start of screen memory [redundant to set here?]</font>
+<font color="#00ffff">blistptr</font> :=<font color="#ff40ff"> $00B4 </font> <font color="#8080ff">; bomb_pickup: points to current level's bomblist</font>
+<font color="#00ffff">bombloc</font> :=<font color="#ff40ff"> $00B6 </font> <font color="#8080ff">; bomb_pickup: position of the bomb Jumpman just touched, on 8x8 coarse grid</font>
<font color="#00ffff">dm_count</font> :=<font color="#ff40ff"> $00BE </font> <font color="#8080ff">; graphics object definition is this long</font>
<font color="#00ffff">dm_length</font> :=<font color="#ff40ff"> $00BF </font> <font color="#8080ff">; see draw_map and level_maps.txt</font>
<font color="#00ffff">dm_progctr</font> :=<font color="#ff40ff"> $00C0 </font> <font color="#8080ff">; see draw_map and level_maps.txt</font>
@@ -108,14 +110,15 @@
<font color="#00ffff">work_level_bullet_max</font>:=<font color="#ff40ff"> $078B </font> <font color="#8080ff">; 0 = no bullets, range 0-4.</font>
<font color="#00ffff">work_level_y_start</font>:=<font color="#ff40ff"> $078C </font> <font color="#8080ff">; jumpman starting Y position</font>
<font color="#00ffff">work_level_x_start</font>:=<font color="#ff40ff"> $078D </font> <font color="#8080ff">; jumpman starting X position</font>
-<font color="#00ffff">work_level_offs_14</font>:=<font color="#ff40ff"> $078E </font> <font color="#8080ff">; points to $0600</font>
+<font color="#00ffff">work_level_fudge_x</font>:=<font color="#ff40ff"> $078E </font> <font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">work_level_fudge_y</font>:=<font color="#ff40ff"> $078F </font> <font color="#8080ff">; fudge factor for bomb locations, always $06</font>
<font color="#00ffff">work_level_points_per_bomb</font>:=<font color="#ff40ff"> $0790 </font> <font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">work_level_time_bonus</font>:=<font color="#ff40ff"> $0791 </font> <font color="#8080ff">; amount of time bonus at start of level</font>
<font color="#00ffff">work_level_offs_19</font>:=<font color="#ff40ff"> $0793 </font> <font color="#8080ff">; always $00</font>
<font color="#00ffff">work_level_unkn_table0</font>:=<font color="#ff40ff"> $0794 </font> <font color="#8080ff">; pointer to ROM table or $06xx</font>
<font color="#00ffff">work_level_map0</font> :=<font color="#ff40ff"> $0796 </font> <font color="#8080ff">; map data</font>
<font color="#00ffff">work_level_map1</font> :=<font color="#ff40ff"> $0798 </font> <font color="#8080ff">; map data</font>
-<font color="#00ffff">work_level_map2</font> :=<font color="#ff40ff"> $079A </font> <font color="#8080ff">; map data</font>
+<font color="#00ffff">work_level_bomblist</font>:=<font color="#ff40ff"> $079A </font> <font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
<font color="#00ffff">work_level_unkn_table1</font>:=<font color="#ff40ff"> $079C </font> <font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">work_level_offs_30</font>:=<font color="#ff40ff"> $079E </font> <font color="#8080ff">; always $0000</font>
<font color="#00ffff">work_level_sub_bomb</font>:=<font color="#ff40ff"> $07A0 </font> <font color="#8080ff">; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine</font>
@@ -136,14 +139,15 @@
<font color="#00ffff">cur_level_bullet_max</font>:=<font color="#ff40ff"> $07CB </font> <font color="#8080ff">; 0 = no bullets, range 0-4.</font>
<font color="#00ffff">cur_level_y_start</font>:=<font color="#ff40ff"> $07CC </font> <font color="#8080ff">; jumpman starting Y position</font>
<font color="#00ffff">cur_level_x_start</font>:=<font color="#ff40ff"> $07CD </font> <font color="#8080ff">; jumpman starting X position</font>
-<font color="#00ffff">cur_level_offs_14</font>:=<font color="#ff40ff"> $07CE </font> <font color="#8080ff">; points to $0600</font>
+<font color="#00ffff">cur_level_fudge_x</font>:=<font color="#ff40ff"> $07CE </font> <font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">cur_level_fudge_y</font>:=<font color="#ff40ff"> $07CF </font> <font color="#8080ff">; fudge factor for bomb locations, always $06</font>
<font color="#00ffff">cur_level_points_per_bomb</font>:=<font color="#ff40ff"> $07D0 </font> <font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">cur_level_time_bonus</font>:=<font color="#ff40ff"> $07D1 </font> <font color="#8080ff">; amount of time bonus at start of level</font>
<font color="#00ffff">cur_level_offs_19</font>:=<font color="#ff40ff"> $07D3 </font> <font color="#8080ff">; always $00</font>
<font color="#00ffff">cur_level_unkn_table0</font>:=<font color="#ff40ff"> $07D4 </font> <font color="#8080ff">; pointer to ROM table or $06xx</font>
<font color="#00ffff">cur_level_map0</font> :=<font color="#ff40ff"> $07D6 </font> <font color="#8080ff">; map data</font>
<font color="#00ffff">cur_level_map1</font> :=<font color="#ff40ff"> $07D8 </font> <font color="#8080ff">; map data</font>
-<font color="#00ffff">cur_level_map2</font> :=<font color="#ff40ff"> $07DA </font> <font color="#8080ff">; map data</font>
+<font color="#00ffff">cur_level_bomblist</font>:=<font color="#ff40ff"> $07DA </font> <font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
<font color="#00ffff">cur_level_unkn_table1</font>:=<font color="#ff40ff"> $07DC </font> <font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">cur_level_offs_30</font>:=<font color="#ff40ff"> $07DE </font> <font color="#8080ff">; always $0000</font>
<font color="#00ffff">cur_level_sub_bomb</font>:=<font color="#ff40ff"> $07E0 </font> <font color="#8080ff">; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine</font>
@@ -1378,48 +1382,53 @@
<font color="#00ffff">bomb_pickup</font>:
<font color="#00ff00">lda</font> <font color="#00ffff">player_x_pos</font> <font color="#8080ff">; 87A8 AD 7E 06 .~.</font>
<font color="#00ff00">clc</font> <font color="#8080ff">; 87AB 18 .</font>
- <font color="#00ff00">adc</font> <font color="#00ffff">work_level_offs_14</font> <font color="#8080ff">; 87AC 6D 8E 07 m..</font>
+ <font color="#00ff00">adc</font> <font color="#00ffff">work_level_fudge_x</font> <font color="#8080ff">; 87AC 6D 8E 07 m..</font>
<font color="#00ff00">and</font> <font color="#ff6060">#$E0</font> <font color="#8080ff">; 87AF 29 E0 ).</font>
- <font color="#00ff00">sta</font> <font color="#ff40ff"> $B6 </font> <font color="#8080ff">; 87B1 85 B6 ..</font>
+ <font color="#00ff00">sta</font> <font color="#00ffff">bombloc</font> <font color="#8080ff">; 87B1 85 B6 ..</font>
<font color="#00ff00">clc</font> <font color="#8080ff">; 87B3 18 .</font>
<font color="#00ff00">lda</font> <font color="#00ffff">player_y_pos</font> <font color="#8080ff">; 87B4 AD 83 06 ...</font>
- <font color="#00ff00">adc</font> <font color="#00ffff">work_level_offs_14</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 87B7 6D 8F 07 m..</font>
+ <font color="#00ff00">adc</font> <font color="#00ffff">work_level_fudge_y</font> <font color="#8080ff">; 87B7 6D 8F 07 m..</font>
<font color="#00ff00">and</font> <font color="#ff6060">#$E0</font> <font color="#8080ff">; 87BA 29 E0 ).</font>
<font color="#00ff00">lsr</font> <font color="#00ffff">a</font> <font color="#8080ff">; 87BC 4A J</font>
<font color="#00ff00">lsr</font> <font color="#00ffff">a</font> <font color="#8080ff">; 87BD 4A J</font>
<font color="#00ff00">lsr</font> <font color="#00ffff">a</font> <font color="#8080ff">; 87BE 4A J</font>
<font color="#00ff00">lsr</font> <font color="#00ffff">a</font> <font color="#8080ff">; 87BF 4A J</font>
- <font color="#00ff00">ora</font> <font color="#ff40ff"> $B6 </font> <font color="#8080ff">; 87C0 05 B6 ..</font>
- <font color="#00ff00">sta</font> <font color="#ff40ff"> $B6 </font> <font color="#8080ff">; 87C2 85 B6 ..</font>
- <font color="#00ff00">lda</font> <font color="#00ffff">work_level_map2</font> <font color="#8080ff">; 87C4 AD 9A 07 ...</font>
- <font color="#00ff00">sta</font> <font color="#ff40ff"> $B4 </font> <font color="#8080ff">; 87C7 85 B4 ..</font>
- <font color="#00ff00">lda</font> <font color="#00ffff">work_level_map2</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 87C9 AD 9B 07 ...</font>
- <font color="#00ff00">sta</font> <font color="#ff40ff"> $B5 </font> <font color="#8080ff">; 87CC 85 B5 ..</font>
+ <font color="#00ff00">ora</font> <font color="#00ffff">bombloc</font> <font color="#8080ff">; 87C0 05 B6 ..</font>
+ <font color="#00ff00">sta</font> <font color="#00ffff">bombloc</font> <font color="#8080ff">; 87C2 85 B6 ..</font>
+ <font color="#00ff00">lda</font> <font color="#00ffff">work_level_bomblist</font> <font color="#8080ff">; 87C4 AD 9A 07 ...</font>
+ <font color="#00ff00">sta</font> <font color="#00ffff">blistptr</font> <font color="#8080ff">; 87C7 85 B4 ..</font>
+ <font color="#00ff00">lda</font> <font color="#00ffff">work_level_bomblist</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 87C9 AD 9B 07 ...</font>
+ <font color="#00ff00">sta</font> <font color="#00ffff">blistptr</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 87CC 85 B5 ..</font>
<font color="#00ff00">ldy</font> <font color="#ff6060">#$00</font> <font color="#8080ff">; 87CE A0 00 ..</font>
-<font color="#00ffff">L87D0</font>: <font color="#00ff00">lda</font> <font color="#ff40ff"> ($B4),y </font> <font color="#8080ff">; 87D0 B1 B4 ..</font>
+<font color="#8080ff">; set Y to the index of the current bomb (or rts if we can't find it)</font>
+<font color="#00ffff">search_bomblist</font>:
+ <font color="#00ff00">lda</font> (<font color="#00ffff">blistptr</font>),<font color="#00ffff">y</font> <font color="#8080ff">; 87D0 B1 B4 ..</font>
<font color="#00ff00">cmp</font> <font color="#ff6060">#$FF</font> <font color="#8080ff">; 87D2 C9 FF ..</font>
- <font color="#00ff00">bne</font> <font color="#00ffff">L87D7</font> <font color="#8080ff">; 87D4 D0 01 ..</font>
+ <font color="#00ff00">bne</font> <font color="#00ffff">bl_ok</font> <font color="#8080ff">; 87D4 D0 01 ..</font>
<font color="#00ff00">rts</font> <font color="#8080ff">; 87D6 60 `</font>
<font color="#8080ff">; ----------------------------------------------------------------------------</font>
-<font color="#00ffff">L87D7</font>: <font color="#00ff00">cmp</font> <font color="#ff40ff"> $B6 </font> <font color="#8080ff">; 87D7 C5 B6 ..</font>
- <font color="#00ff00">beq</font> <font color="#00ffff">L87E0</font> <font color="#8080ff">; 87D9 F0 05 ..</font>
+<font color="#00ffff">bl_ok</font>: <font color="#00ff00">cmp</font> <font color="#00ffff">bombloc</font> <font color="#8080ff">; 87D7 C5 B6 ..</font>
+ <font color="#00ff00">beq</font> <font color="#00ffff">bomb_found</font> <font color="#8080ff">; 87D9 F0 05 ..</font>
<font color="#00ff00">iny</font> <font color="#8080ff">; 87DB C8 .</font>
<font color="#00ff00">iny</font> <font color="#8080ff">; 87DC C8 .</font>
- <font color="#00ff00">jmp</font> <font color="#00ffff">L87D0</font> <font color="#8080ff">; 87DD 4C D0 87 L..</font>
+ <font color="#00ff00">jmp</font> <font color="#00ffff">search_bomblist</font> <font color="#8080ff">; 87DD 4C D0 87 L..</font>
<font color="#8080ff">; ----------------------------------------------------------------------------</font>
-<font color="#00ffff">L87E0</font>: <font color="#00ff00">lda</font> <font color="#00ffff">work_level_map1</font> <font color="#8080ff">; 87E0 AD 98 07 ...</font>
+<font color="#00ffff">bomb_found</font>:
+ <font color="#00ff00">lda</font> <font color="#00ffff">work_level_map1</font> <font color="#8080ff">; 87E0 AD 98 07 ...</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $B0 </font> <font color="#8080ff">; 87E3 85 B0 ..</font>
<font color="#00ff00">lda</font> <font color="#00ffff">work_level_map1</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 87E5 AD 99 07 ...</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $B1 </font> <font color="#8080ff">; 87E8 85 B1 ..</font>
- <font color="#00ff00">tya</font> <font color="#8080ff">; 87EA 98 .</font>
+<font color="#8080ff">; multiply Y by 1.5 (only works because Y will always be even at this point)</font>
+<font color="#00ffff">mul_y</font>: <font color="#00ff00">tya</font> <font color="#8080ff">; 87EA 98 .</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $B2 </font> <font color="#8080ff">; 87EB 85 B2 ..</font>
<font color="#00ff00">lsr</font> <font color="#00ffff">a</font> <font color="#8080ff">; 87ED 4A J</font>
<font color="#00ff00">clc</font> <font color="#8080ff">; 87EE 18 .</font>
<font color="#00ff00">adc</font> <font color="#ff40ff"> $B2 </font> <font color="#8080ff">; 87EF 65 B2 e.</font>
<font color="#00ff00">tay</font> <font color="#8080ff">; 87F1 A8 .</font>
- <font color="#00ff00">lda</font> <font color="#ff40ff"> ($B0),y </font> <font color="#8080ff">; 87F2 B1 B0 ..</font>
+<font color="#8080ff">; find out: why are we storing this at 06DC?</font>
+<font color="#00ffff">unkn1</font>: <font color="#00ff00">lda</font> <font color="#ff40ff"> ($B0),y </font> <font color="#8080ff">; 87F2 B1 B0 ..</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $06DC </font> <font color="#8080ff">; 87F4 8D DC 06 ...</font>
<font color="#00ff00">iny</font> <font color="#8080ff">; 87F7 C8 .</font>
<font color="#00ff00">lda</font> <font color="#ff40ff"> ($B0),y </font> <font color="#8080ff">; 87F8 B1 B0 ..</font>
@@ -1432,14 +1441,16 @@
<font color="#00ff00">jsr</font> <font color="#00ffff">cue_sfx_jv</font> <font color="#8080ff">; 8809 20 06 80 ..</font>
<font color="#00ff00">ldy</font> <font color="#ff40ff"> $B2 </font> <font color="#8080ff">; 880C A4 B2 ..</font>
<font color="#00ff00">iny</font> <font color="#8080ff">; 880E C8 .</font>
- <font color="#00ff00">lda</font> <font color="#ff40ff"> ($B4),y </font> <font color="#8080ff">; 880F B1 B4 ..</font>
- <font color="#00ff00">beq</font> <font color="#00ffff">L8856</font> <font color="#8080ff">; 8811 F0 43 .C</font>
+ <font color="#00ff00">lda</font> (<font color="#00ffff">blistptr</font>),<font color="#00ffff">y</font> <font color="#8080ff">; 880F B1 B4 ..</font>
+ <font color="#00ff00">beq</font> <font color="#00ffff">call_bomb_sub</font> <font color="#8080ff">; 8811 F0 43 .C</font>
<font color="#00ff00">and</font> <font color="#ff6060">#$F0</font> <font color="#8080ff">; 8813 29 F0 ).</font>
- <font color="#00ff00">beq</font> <font color="#00ffff">L8831</font> <font color="#8080ff">; 8815 F0 1A ..</font>
+ <font color="#00ff00">beq</font> <font color="#00ffff">check_ind_sub</font> <font color="#8080ff">; 8815 F0 1A ..</font>
<font color="#00ff00">lsr</font> <font color="#00ffff">a</font> <font color="#8080ff">; 8817 4A J</font>
<font color="#00ff00">lsr</font> <font color="#00ffff">a</font> <font color="#8080ff">; 8818 4A J</font>
<font color="#00ff00">lsr</font> <font color="#00ffff">a</font> <font color="#8080ff">; 8819 4A J</font>
<font color="#00ff00">tay</font> <font color="#8080ff">; 881A A8 .</font>
+<font color="#8080ff">; this has to do with redrawing parts of the level (e.g. disappearing platforms on level00)</font>
+<font color="#00ffff">change_map</font>:
<font color="#00ff00">lda</font> <font color="#00ffff">work_level_unkn_table1</font> <font color="#8080ff">; 881B AD 9C 07 ...</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $B0 </font> <font color="#8080ff">; 881E 85 B0 ..</font>
<font color="#00ff00">lda</font> <font color="#00ffff">work_level_unkn_table1</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 8820 AD 9D 07 ...</font>
@@ -1450,14 +1461,18 @@
<font color="#00ff00">lda</font> <font color="#ff40ff"> ($B0),y </font> <font color="#8080ff">; 882A B1 B0 ..</font>
<font color="#00ff00">sta</font> <font color="#00ffff">dm_progctr</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 882C 85 C1 ..</font>
<font color="#00ff00">jsr</font> <font color="#00ffff">draw_map_jv</font> <font color="#8080ff">; 882E 20 00 80 ..</font>
-<font color="#00ffff">L8831</font>: <font color="#00ff00">ldy</font> <font color="#ff40ff"> $B2 </font> <font color="#8080ff">; 8831 A4 B2 ..</font>
+<font color="#8080ff">; see if this bomb calls an indirect sub (none of them do in this game, this is useless code)</font>
+<font color="#00ffff">check_ind_sub</font>:
+ <font color="#00ff00">ldy</font> <font color="#ff40ff"> $B2 </font> <font color="#8080ff">; 8831 A4 B2 ..</font>
<font color="#00ff00">iny</font> <font color="#8080ff">; 8833 C8 .</font>
- <font color="#00ff00">lda</font> <font color="#ff40ff"> ($B4),y </font> <font color="#8080ff">; 8834 B1 B4 ..</font>
- <font color="#00ff00">beq</font> <font color="#00ffff">L8856</font> <font color="#8080ff">; 8836 F0 1E ..</font>
+ <font color="#00ff00">lda</font> (<font color="#00ffff">blistptr</font>),<font color="#00ffff">y</font> <font color="#8080ff">; 8834 B1 B4 ..</font>
+ <font color="#00ff00">beq</font> <font color="#00ffff">call_bomb_sub</font> <font color="#8080ff">; 8836 F0 1E ..</font>
<font color="#00ff00">and</font> <font color="#ff6060">#$0F</font> <font color="#8080ff">; 8838 29 0F ).</font>
- <font color="#00ff00">beq</font> <font color="#00ffff">L8856</font> <font color="#8080ff">; 883A F0 1A ..</font>
+ <font color="#00ff00">beq</font> <font color="#00ffff">call_bomb_sub</font> <font color="#8080ff">; 883A F0 1A ..</font>
<font color="#00ff00">asl</font> <font color="#00ffff">a</font> <font color="#8080ff">; 883C 0A .</font>
<font color="#00ff00">tay</font> <font color="#8080ff">; 883D A8 .</font>
+<font color="#8080ff">; this would call a subroutine via pointer-to-pointer, but I'm almost 100% certain it's never used (maybe a holdover from original Jumpman?)</font>
+<font color="#00ffff">call_bomb_indirect_sub</font>:
<font color="#00ff00">lda</font> <font color="#00ffff">work_level_offs_30</font> <font color="#8080ff">; 883E AD 9E 07 ...</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $B0 </font> <font color="#8080ff">; 8841 85 B0 ..</font>
<font color="#00ff00">lda</font> <font color="#00ffff">work_level_offs_30</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 8843 AD 9F 07 ...</font>
@@ -1468,20 +1483,26 @@
<font color="#00ff00">lda</font> <font color="#ff40ff"> ($B0),y </font> <font color="#8080ff">; 884E B1 B0 ..</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $06E5 </font> <font color="#8080ff">; 8850 8D E5 06 ...</font>
<font color="#00ff00">jsr</font> <font color="#00ffff">L06E3</font> <font color="#8080ff">; 8853 20 E3 06 ..</font>
-<font color="#00ffff">L8856</font>: <font color="#00ff00">lda</font> <font color="#00ffff">work_level_sub_bomb</font> <font color="#8080ff">; 8856 AD A0 07 ...</font>
+<font color="#8080ff">; call bomb pickup subroutine for this level (which might just do an RTS if there's no special action)</font>
+<font color="#00ffff">call_bomb_sub</font>:
+ <font color="#00ff00">lda</font> <font color="#00ffff">work_level_sub_bomb</font> <font color="#8080ff">; 8856 AD A0 07 ...</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $06E4 </font> <font color="#8080ff">; 8859 8D E4 06 ...</font>
<font color="#00ff00">lda</font> <font color="#00ffff">work_level_sub_bomb</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 885C AD A1 07 ...</font>
<font color="#00ff00">sta</font> <font color="#ff40ff"> $06E5 </font> <font color="#8080ff">; 885F 8D E5 06 ...</font>
<font color="#00ff00">jsr</font> <font color="#00ffff">L06E3</font> <font color="#8080ff">; 8862 20 E3 06 ..</font>
+<font color="#8080ff">; add points to score for picking up bomb (theoretically different on every level, but really $64 aka 100 for all of them)</font>
+<font color="#00ffff">bomb_add_points</font>:
<font color="#00ff00">clc</font> <font color="#8080ff">; 8865 18 .</font>
<font color="#00ff00">lda</font> <font color="#00ffff">score</font> <font color="#8080ff">; 8866 AD 00 07 ...</font>
<font color="#00ff00">adc</font> <font color="#00ffff">work_level_points_per_bomb</font> <font color="#8080ff">; 8869 6D 90 07 m..</font>
<font color="#00ff00">sta</font> <font color="#00ffff">score</font> <font color="#8080ff">; 886C 8D 00 07 ...</font>
- <font color="#00ff00">bcc</font> <font color="#00ffff">L8879</font> <font color="#8080ff">; 886F 90 08 ..</font>
+ <font color="#00ff00">bcc</font> <font color="#00ffff">erase_bomb</font> <font color="#8080ff">; 886F 90 08 ..</font>
<font color="#00ff00">inc</font> <font color="#00ffff">score</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 8871 EE 01 07 ...</font>
- <font color="#00ff00">bne</font> <font color="#00ffff">L8879</font> <font color="#8080ff">; 8874 D0 03 ..</font>
+ <font color="#00ff00">bne</font> <font color="#00ffff">erase_bomb</font> <font color="#8080ff">; 8874 D0 03 ..</font>
<font color="#00ff00">inc</font> <font color="#00ffff">score</font>+<font color="#ff6060">2</font> <font color="#8080ff">; 8876 EE 02 07 ...</font>
-<font color="#00ffff">L8879</font>: <font color="#00ff00">lda</font> <font color="#ff6060">#$D9</font> <font color="#8080ff">; 8879 A9 D9 ..</font>
+<font color="#8080ff">; make the bomb disappear by drawing sh_blank in its location</font>
+<font color="#00ffff">erase_bomb</font>:
+ <font color="#00ff00">lda</font> <font color="#ff6060">#$D9</font> <font color="#8080ff">; 8879 A9 D9 ..</font>
<font color="#00ff00">sta</font> <font color="#00ffff">dm_progctr</font> <font color="#8080ff">; 887B 85 C0 ..</font>
<font color="#00ff00">lda</font> <font color="#ff6060">#$06</font> <font color="#8080ff">; 887D A9 06 ..</font>
<font color="#00ff00">sta</font> <font color="#00ffff">dm_progctr</font>+<font color="#ff6060">1</font> <font color="#8080ff">; 887F 85 C1 ..</font>
@@ -4167,9 +4188,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level00_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $7C </font> <font color="#8080ff">; A00D 7C |</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level00_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A00E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level00_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A00E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level00_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A00F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level00_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A010 64 d</font>
@@ -4191,9 +4215,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level00_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LA366</font> <font color="#8080ff">; A018 66 A3 f.</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level00_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LA38B</font> <font color="#8080ff">; A01A 8B A3 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level00_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$8B</font>,<font color="#ff6060">$A3</font> <font color="#8080ff">; A01A 8B A3 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level00_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LA3A4</font> <font color="#8080ff">; A01C A4 A3 ..</font>
@@ -4260,9 +4286,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level01_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $7C </font> <font color="#8080ff">; A04D 7C |</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level01_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A04E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level01_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A04E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level01_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A04F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level01_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A050 64 d</font>
@@ -4284,9 +4313,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level01_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LA446</font> <font color="#8080ff">; A058 46 A4 F.</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level01_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LA477</font> <font color="#8080ff">; A05A 77 A4 w.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level01_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$77</font>,<font color="#ff6060">$A4</font> <font color="#8080ff">; A05A 77 A4 w.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level01_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">L0000</font> <font color="#8080ff">; A05C 00 00 ..</font>
@@ -4353,9 +4384,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level02_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $B4 </font> <font color="#8080ff">; A08D B4 .</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level02_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A08E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level02_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A08E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level02_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A08F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level02_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A090 64 d</font>
@@ -4377,9 +4411,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level02_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LA62F</font> <font color="#8080ff">; A098 2F A6 /.</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level02_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LA654</font> <font color="#8080ff">; A09A 54 A6 T.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level02_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$54</font>,<font color="#ff6060">$A6</font> <font color="#8080ff">; A09A 54 A6 T.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level02_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">L0000</font> <font color="#8080ff">; A09C 00 00 ..</font>
@@ -4446,9 +4482,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level03_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $7C </font> <font color="#8080ff">; A0CD 7C |</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level03_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A0CE 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level03_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A0CE 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level03_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A0CF 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level03_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A0D0 64 d</font>
@@ -4470,9 +4509,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level03_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LA7D5</font> <font color="#8080ff">; A0D8 D5 A7 ..</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level03_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LA806</font> <font color="#8080ff">; A0DA 06 A8 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level03_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$06</font>,<font color="#ff6060">$A8</font> <font color="#8080ff">; A0DA 06 A8 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level03_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">L0000</font> <font color="#8080ff">; A0DC 00 00 ..</font>
@@ -4539,9 +4580,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level04_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $34 </font> <font color="#8080ff">; A10D 34 4</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level04_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A10E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level04_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A10E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level04_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A10F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level04_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A110 64 d</font>
@@ -4563,9 +4607,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level04_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LAB42</font> <font color="#8080ff">; A118 42 AB B.</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level04_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LAB6D</font> <font color="#8080ff">; A11A 6D AB m.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level04_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$6D</font>,<font color="#ff6060">$AB</font> <font color="#8080ff">; A11A 6D AB m.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level04_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LAB8A</font> <font color="#8080ff">; A11C 8A AB ..</font>
@@ -4632,9 +4678,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level05_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $34 </font> <font color="#8080ff">; A14D 34 4</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level05_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A14E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level05_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A14E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level05_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A14F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level05_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A150 64 d</font>
@@ -4656,9 +4705,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level05_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LA974</font> <font color="#8080ff">; A158 74 A9 t.</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level05_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LA9A5</font> <font color="#8080ff">; A15A A5 A9 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level05_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$A5</font>,<font color="#ff6060">$A9</font> <font color="#8080ff">; A15A A5 A9 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level05_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">L0000</font> <font color="#8080ff">; A15C 00 00 ..</font>
@@ -4725,9 +4776,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level06_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $7C </font> <font color="#8080ff">; A18D 7C |</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level06_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A18E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level06_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A18E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level06_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A18F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level06_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A190 64 d</font>
@@ -4749,9 +4803,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level06_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LACBA</font> <font color="#8080ff">; A198 BA AC ..</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level06_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LACE5</font> <font color="#8080ff">; A19A E5 AC ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level06_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$E5</font>,<font color="#ff6060">$AC</font> <font color="#8080ff">; A19A E5 AC ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level06_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LAD02</font> <font color="#8080ff">; A19C 02 AD ..</font>
@@ -4818,9 +4874,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level07_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $7C </font> <font color="#8080ff">; A1CD 7C |</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level07_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A1CE 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level07_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A1CE 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level07_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A1CF 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level07_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A1D0 64 d</font>
@@ -4842,9 +4901,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level07_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LAE4C</font> <font color="#8080ff">; A1D8 4C AE L.</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level07_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LAE71</font> <font color="#8080ff">; A1DA 71 AE q.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level07_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$71</font>,<font color="#ff6060">$AE</font> <font color="#8080ff">; A1DA 71 AE q.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level07_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">L0000</font> <font color="#8080ff">; A1DC 00 00 ..</font>
@@ -4911,9 +4972,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level08_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $9E </font> <font color="#8080ff">; A20D 9E .</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level08_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A20E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level08_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A20E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level08_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A20F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level08_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A210 64 d</font>
@@ -4935,9 +4999,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level08_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LB072</font> <font color="#8080ff">; A218 72 B0 r.</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level08_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LB0A3</font> <font color="#8080ff">; A21A A3 B0 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level08_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$A3</font>,<font color="#ff6060">$B0</font> <font color="#8080ff">; A21A A3 B0 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level08_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">L0000</font> <font color="#8080ff">; A21C 00 00 ..</font>
@@ -5004,9 +5070,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level09_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $3C </font> <font color="#8080ff">; A24D 3C &lt;</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level09_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A24E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level09_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A24E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level09_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A24F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level09_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A250 64 d</font>
@@ -5028,9 +5097,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level09_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LB237</font> <font color="#8080ff">; A258 37 B2 7.</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level09_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LB25C</font> <font color="#8080ff">; A25A 5C B2 \.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level09_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$5C</font>,<font color="#ff6060">$B2</font> <font color="#8080ff">; A25A 5C B2 \.</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level09_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">L0000</font> <font color="#8080ff">; A25C 00 00 ..</font>
@@ -5097,9 +5168,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level10_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $C4 </font> <font color="#8080ff">; A28D C4 .</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level10_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A28E 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level10_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A28E 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level10_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A28F 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level10_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A290 64 d</font>
@@ -5121,9 +5195,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level10_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LB38F</font> <font color="#8080ff">; A298 8F B3 ..</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level10_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LB3BD</font> <font color="#8080ff">; A29A BD B3 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level10_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$BD</font>,<font color="#ff6060">$B3</font> <font color="#8080ff">; A29A BD B3 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level10_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LB3DC</font> <font color="#8080ff">; A29C DC B3 ..</font>
@@ -5190,9 +5266,12 @@
<font color="#8080ff">; jumpman starting X position</font>
<font color="#00ffff">level11_x_start</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $7C </font> <font color="#8080ff">; A2CD 7C |</font>
-<font color="#8080ff">; points to $0600</font>
-<font color="#00ffff">level11_offs_14</font>:
- .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$06</font> <font color="#8080ff">; A2CE 00 06 ..</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $00</font>
+<font color="#00ffff">level11_fudge_x</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $00 </font> <font color="#8080ff">; A2CE 00 .</font>
+<font color="#8080ff">; fudge factor for bomb locations, always $06</font>
+<font color="#00ffff">level11_fudge_y</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff40ff"> $06 </font> <font color="#8080ff">; A2CF 06 .</font>
<font color="#8080ff">; points awarded per bomb pickup (always $64 aka 100)</font>
<font color="#00ffff">level11_points_per_bomb</font>:
.<font color="#ffff00">byte</font> <font color="#ff40ff"> $64 </font> <font color="#8080ff">; A2D0 64 d</font>
@@ -5214,9 +5293,11 @@
<font color="#8080ff">; map data</font>
<font color="#00ffff">level11_map1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LB5D2</font> <font color="#8080ff">; A2D8 D2 B5 ..</font>
-<font color="#8080ff">; map data</font>
-<font color="#00ffff">level11_map2</font>:
- .<font color="#00ffff">addr</font> <font color="#00ffff">LB5FD</font> <font color="#8080ff">; A2DA FD B5 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
+<font color="#8080ff">; addr of list of bombs, indexed by player position on coarse 8x8 grid. terminated by $FF.</font>
+<font color="#00ffff">level11_bomblist</font>:
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$FD</font>,<font color="#ff6060">$B5</font> <font color="#8080ff">; A2DA FD B5 ..</font>
+<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; unknown, pointer to a ROM table or $0000</font>
<font color="#00ffff">level11_unkn_table1</font>:
.<font color="#00ffff">addr</font> <font color="#00ffff">LB61A</font> <font color="#8080ff">; A2DC 1A B6 ..</font>
@@ -5273,11 +5354,10 @@
.<font color="#ffff00">byte</font> <font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$12</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$44</font>,<font color="#ff6060">$22</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$58</font> <font color="#8080ff">; A36E 01 98 12 01 44 22 01 58 ....D&quot;.X</font>
.<font color="#ffff00">byte</font> <font color="#ff6060">$22</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$04</font>,<font color="#ff6060">$42</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$42</font>,<font color="#ff6060">$01</font> <font color="#8080ff">; A376 22 01 04 42 01 98 42 01 &quot;..B..B.</font>
.<font color="#ffff00">byte</font> <font color="#ff6060">$04</font>,<font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$38</font>,<font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$64</font>,<font color="#ff6060">$52</font> <font color="#8080ff">; A37E 04 52 01 38 52 01 64 52 .R.8R.dR</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$FF</font> <font color="#8080ff">; A386 01 98 52 01 FF ..R..</font>
-<font color="#00ffff">LA38B</font>: .<font color="#ffff00">byte</font> <font color="#ff6060">$24</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$62</font>,<font color="#ff6060">$10</font>,<font color="#ff6060">$82</font>,<font color="#ff6060">$20</font>,<font color="#ff6060">$C4</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A38B 24 00 62 10 82 20 C4 00 $.b.. ..</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$66</font>,<font color="#ff6060">$30</font>,<font color="#ff6060">$86</font>,<font color="#ff6060">$40</font>,<font color="#ff6060">$2A</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$CA</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A393 66 30 86 40 2A 00 CA 00 f0.@*...</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$2C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$6C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$8C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$CC</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A39B 2C 00 6C 00 8C 00 CC 00 ,.l.....</font>
- .<font color="#ffff00">byte</font> <font color="#ff40ff"> $FF </font> <font color="#8080ff">; A3A3 FF .</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$FF</font>,<font color="#ff6060">$24</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$62</font> <font color="#8080ff">; A386 01 98 52 01 FF 24 00 62 ..R..$.b</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$10</font>,<font color="#ff6060">$82</font>,<font color="#ff6060">$20</font>,<font color="#ff6060">$C4</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$66</font>,<font color="#ff6060">$30</font>,<font color="#ff6060">$86</font> <font color="#8080ff">; A38E 10 82 20 C4 00 66 30 86 .. ..f0.</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$40</font>,<font color="#ff6060">$2A</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$CA</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$2C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$6C</font> <font color="#8080ff">; A396 40 2A 00 CA 00 2C 00 6C @*...,.l</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$8C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$CC</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$FF</font> <font color="#8080ff">; A39E 00 8C 00 CC 00 FF ......</font>
<font color="#00ffff">LA3A4</font>: .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$AE</font>,<font color="#ff6060">$A3</font>,<font color="#ff6060">$B8</font>,<font color="#ff6060">$A3</font>,<font color="#ff6060">$C2</font>,<font color="#ff6060">$A3</font> <font color="#8080ff">; A3A4 00 00 AE A3 B8 A3 C2 A3 ........</font>
.<font color="#ffff00">byte</font> <font color="#ff6060">$CC</font>,<font color="#ff6060">$A3</font>,<font color="#ff6060">$FE</font>,<font color="#ff6060">$49</font>,<font color="#ff6060">$9C</font>,<font color="#ff6060">$FD</font>,<font color="#ff6060">$04</font>,<font color="#ff6060">$01</font> <font color="#8080ff">; A3AC CC A3 FE 49 9C FD 04 01 ...I....</font>
.<font color="#ffff00">byte</font> <font color="#ff6060">$64</font>,<font color="#ff6060">$08</font>,<font color="#ff6060">$02</font>,<font color="#ff6060">$FF</font>,<font color="#ff6060">$FE</font>,<font color="#ff6060">$49</font>,<font color="#ff6060">$9C</font>,<font color="#ff6060">$FD</font> <font color="#8080ff">; A3B4 64 08 02 FF FE 49 9C FD d....I..</font>
@@ -5305,12 +5385,11 @@
.<font color="#ffff00">byte</font> <font color="#ff6060">$20</font>,<font color="#ff6060">$22</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$7C</font>,<font color="#ff6060">$22</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$38</font>,<font color="#ff6060">$32</font> <font color="#8080ff">; A45E 20 22 01 7C 22 01 38 32 &quot;.|&quot;.82</font>
.<font color="#ffff00">byte</font> <font color="#ff6060">$01</font>,<font color="#ff6060">$64</font>,<font color="#ff6060">$32</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$04</font>,<font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$38</font> <font color="#8080ff">; A466 01 64 32 01 04 52 01 38 .d2..R.8</font>
.<font color="#ffff00">byte</font> <font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$64</font>,<font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$52</font>,<font color="#ff6060">$01</font> <font color="#8080ff">; A46E 52 01 64 52 01 98 52 01 R.dR..R.</font>
- .<font color="#ffff00">byte</font> <font color="#ff40ff"> $FF </font> <font color="#8080ff">; A476 FF .</font>
-<font color="#00ffff">LA477</font>: .<font color="#ffff00">byte</font> <font color="#ff6060">$22</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$62</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$82</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$C2</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A477 22 00 62 00 82 00 C2 00 &quot;.b.....</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$24</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$64</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$84</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$C4</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A47F 24 00 64 00 84 00 C4 00 $.d.....</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$46</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$A6</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$68</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$88</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A487 46 00 A6 00 68 00 88 00 F...h...</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$2C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$6C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$8C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$CC</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A48F 2C 00 6C 00 8C 00 CC 00 ,.l.....</font>
- .<font color="#ffff00">byte</font> <font color="#ff40ff"> $FF </font> <font color="#8080ff">; A497 FF .</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$FF</font>,<font color="#ff6060">$22</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$62</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$82</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$C2</font> <font color="#8080ff">; A476 FF 22 00 62 00 82 00 C2 .&quot;.b....</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$24</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$64</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$84</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$C4</font> <font color="#8080ff">; A47E 00 24 00 64 00 84 00 C4 .$.d....</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$46</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$A6</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$68</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$88</font> <font color="#8080ff">; A486 00 46 00 A6 00 68 00 88 .F...h..</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$2C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$6C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$8C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$CC</font> <font color="#8080ff">; A48E 00 2C 00 6C 00 8C 00 CC .,.l....</font>
+ .<font color="#ffff00">byte</font> <font color="#ff6060">$00</font>,<font color="#ff6060">$FF</font> <font color="#8080ff">; A496 00 FF ..</font>
<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#8080ff">; not sure what this actually does</font>
<font color="#00ffff">electrocution_bomb_pickup</font>:
@@ -5443,11 +5522,10 @@
.<font color="#ffff00">byte</font> <font color="#ff6060">$01</font>,<font color="#ff6060">$04</font>,<font color="#ff6060">$32</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$04</font>,<font color="#ff6060">$42</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$04</font> <font color="#8080ff">; A637 01 04 32 01 04 42 01 04 ..2..B..</font>
.<font color="#ffff00">byte</font> <font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$02</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$12</font>,<font color="#ff6060">$01</font> <font color="#8080ff">; A63F 52 01 98 02 01 98 12 01 R.......</font>
.<font color="#ffff00">byte</font> <font color="#ff6060">$98</font>,<font color="#ff6060">$22</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$32</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$42</font> <font color="#8080ff">; A647 98 22 01 98 32 01 98 42 .&quot;..2..B</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$01</font>,<font color="#ff6060">$98</font>,<font color="#ff6060">$52</font>,<font color="#ff6060">$01</font>,<font color="#ff6060">$FF</font> <font color="#8080ff">; A64F 01 98 52 01 FF ..R..</font>
-<font color="#00ffff">LA654</font>: .<font color="#ffff00">byte</font> <font color="#ff6060">$22</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$24</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$26</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$28</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A654 22 00 24 00 26 00 28 00 &quot;.$.&amp;.(.</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$2A</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$2C</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$C2</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$C4</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A65C 2A 00 2C 00 C2 00 C4 00 *.,.....</font>
- .<font color="#ffff00">byte</font> <font color="#ff6060">$C6</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$C8</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$CA</font>,<font color="#ff6060">$00</font>,<font color="#ff6060">$CC</font>,<font color="#ff6060">$00</font> <font color="#8080ff">; A664 C6 00 C8 00 CA 00 CC 00 ........</font>
- .<font color="#ffff00">byte</font> <font color="#ff40ff"> $FF </font> <font color="#8080ff">; A66C FF .</font>
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<font color="#8080ff">; ----------------------------------------------------------------------------</font>
<font color="#00ffff">hellstones_sub3</font>:
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<font color="#8080ff">; ----------------------------------------------------------------------------</font>
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<font color="#00ff00">lda</font> <font color="#ff6060">#$02</font> <font color="#8080ff">; A9C9 A9 02 ..</font>
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