From 437f20a048870245f93f92fe264e5a92e090c202 Mon Sep 17 00:00:00 2001 From: "B. Watson" Date: Tue, 30 Aug 2016 01:21:54 -0400 Subject: level_desc stuff, jumping mechanics --- Makefile | 4 +- jumpmanjr.dasm | 184 +++++++++++++++++++-------------- jumpmanjr.html | 322 +++++++++++++++++++++++++++++++++------------------------ jumpmanjr.info | 54 ++++++---- leveldesc.info | 28 ++--- main.info | 26 +++-- mklevelinfo.pl | 2 +- 7 files changed, 363 insertions(+), 257 deletions(-) diff --git a/Makefile b/Makefile index 1e13d51..895c2fe 100644 --- a/Makefile +++ b/Makefile @@ -1,4 +1,4 @@ -all: clean jumpmanjr.dasm +all: clean jumpmanjr.dasm jmjtest.dasm clean: rm -f jumpmanjr.dasm @@ -17,6 +17,8 @@ jumpmanjr.info: main.info leveldesc.info leveldesc.info: mklevelinfo.pl perl mklevelinfo.pl > leveldesc.info +html: jumpmanjr.html + jumpmanjr.html: jumpmanjr.dasm vim +TOhtml '+w!jumpmanjr.html' '+qall!' jumpmanjr.dasm diff --git a/jumpmanjr.dasm b/jumpmanjr.dasm index f686f93..143048e 100644 --- a/jumpmanjr.dasm +++ b/jumpmanjr.dasm @@ -1,5 +1,5 @@ ; da65 V2.15 - Git 104f898 -; Created: 2016-08-29 22:55:55 +; Created: 2016-08-30 01:18:47 ; Input file: jumpmanjr.rom ; Page: 1 @@ -73,6 +73,7 @@ L06DF := $06DF L06E0 := $06E0 L06E3 := $06E3 L06E6 := $06E6 +jump_frame := $06EB ; 0 if not jumping, or frames since start of jump (range 1 to 21) randomizer_mode := $06F3 ; only after beating levels 1-12 in order number_of_players:= $06F4 ; 0 for single-player game, otherwise range 1-3 (2 to 4 players) level := $06F6 @@ -100,7 +101,7 @@ work_level_map2 := $079A ; map data work_level_unkn_table1:= $079C ; unknown, pointer to a ROM table or $0000 work_level_offs_30:= $079E ; always $0000 work_level_sub_bomb:= $07A0 ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine -work_level_sub5 := $07A2 ; $06E6 for some levels, or else a ROM subroutine +work_level_sub_start:= $07A2 ; called at start of level, $06E6 for some levels, or else a ROM subroutine work_level_sub6 := $07A4 ; always $9740 aka game_main_loop work_level_sub_eol:= $07A6 ; called at end of level (all bombs picked up). $06E6 for all but level07 work_level_offs_40:= $07A8 ; all zeroes @@ -128,7 +129,7 @@ cur_level_map2 := $07DA ; map data cur_level_unkn_table1:= $07DC ; unknown, pointer to a ROM table or $0000 cur_level_offs_30:= $07DE ; always $0000 cur_level_sub_bomb:= $07E0 ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine -cur_level_sub5 := $07E2 ; $06E6 for some levels, or else a ROM subroutine +cur_level_sub_start:= $07E2 ; called at start of level, $06E6 for some levels, or else a ROM subroutine cur_level_sub6 := $07E4 ; always $9740 aka game_main_loop cur_level_sub_eol:= $07E6 ; called at end of level (all bombs picked up). $06E6 for all but level07 cur_level_offs_40:= $07E8 ; all zeroes @@ -193,7 +194,9 @@ draw_map_jv: jmp draw_map ; 8000 4C 49 80 LI. ; ---------------------------------------------------------------------------- -L8003: jmp cue_sfx_lowprior ; 8003 4C 40 82 L@. +; if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A +cue_sfx_lowprior_jv: + jmp cue_sfx_lowprior ; 8003 4C 40 82 L@. ; ---------------------------------------------------------------------------- ; setup to play sfx @@ -517,7 +520,7 @@ sfx_next_note: cmp #$01 ; 818F C9 01 .. beq sfx_change_tempo ; 8191 F0 1B .. cmp #$02 ; 8193 C9 02 .. - beq sfx_jump ; 8195 F0 31 .1 + beq sfx_jump_opcode ; 8195 F0 31 .1 cmp #$03 ; 8197 C9 03 .. beq sfx_play_rest ; 8199 F0 03 .. jmp sfx_finished ; 819B 4C 26 82 L&. @@ -550,7 +553,7 @@ sfx_change_tempo: ; ---------------------------------------------------------------------------- ; I *think* this jumps to a different sfx address... -sfx_jump: +sfx_jump_opcode: iny ; 81C8 C8 . lda (zp_temp1),y ; 81C9 B1 CB .. sta sfx_slot_curpos,x ; 81CB 9D 4E 06 .N. @@ -1555,7 +1558,7 @@ L8910: lda $06EE ; 8910 AD EE 06 lda #$8A ; 893B A9 8A .. sta sfx_slot_timer ; 893D 8D 3F 06 .?. lda #$07 ; 8940 A9 07 .. - jsr L8003 ; 8942 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 8942 20 03 80 .. L8945: lda $0683 ; 8945 AD 83 06 ... cmp #$C6 ; 8948 C9 C6 .. bcc L895D ; 894A 90 11 .. @@ -1601,7 +1604,7 @@ play_sfx_bounce_1: lda #$8A ; 899F A9 8A .. sta sfx_slot_timer ; 89A1 8D 3F 06 .?. lda #$04 ; 89A4 A9 04 .. - jsr L8003 ; 89A6 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 89A6 20 03 80 .. L89A9: ldx $06EA ; 89A9 AE EA 06 ... cpx #$09 ; 89AC E0 09 .. bne L89B8 ; 89AE D0 08 .. @@ -1702,7 +1705,7 @@ play_sfx_bounce_2: lda #$8A ; 8A8A A9 8A .. sta sfx_slot_timer ; 8A8C 8D 3F 06 .?. lda #$02 ; 8A8F A9 02 .. - jsr L8003 ; 8A91 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 8A91 20 03 80 .. L8A94: jmp L9925 ; 8A94 4C 25 99 L%. ; ---------------------------------------------------------------------------- @@ -2218,7 +2221,7 @@ bonus_lt_256: lda #$8D ; 8DEF A9 8D .. sta sfx_slot_timer ; 8DF1 8D 3F 06 .?. lda #$07 ; 8DF4 A9 07 .. - jsr L8003 ; 8DF6 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 8DF6 20 03 80 .. dec_done: rts ; 8DF9 60 ` @@ -2351,7 +2354,7 @@ L8EEF: lda L8F51,y ; 8EEF B9 51 8F txa ; 8F05 8A . pha ; 8F06 48 H lda #$02 ; 8F07 A9 02 .. - jsr L8003 ; 8F09 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 8F09 20 03 80 .. pla ; 8F0C 68 h tax ; 8F0D AA . inc $0756,x ; 8F0E FE 56 07 .V. @@ -2445,7 +2448,7 @@ mus00_len_or_tempo: .byte $10 ; 8FC7 10 . ; ---------------------------------------------------------------------------- mus01_addr1: - .addr sfx12 ; 8FC8 BE BF .. + .addr sfx_jump ; 8FC8 BE BF .. mus01_addr2: .addr empty_music_entry ; 8FCA FF 8F .. ; ---------------------------------------------------------------------------- @@ -3174,9 +3177,9 @@ copy_level_desc_2: inx ; 967D E8 . cpx #$40 ; 967E E0 40 .@ bne copy_level_desc_2 ; 9680 D0 F5 .. - lda work_level_sub5 ; 9682 AD A2 07 ... + lda work_level_sub_start ; 9682 AD A2 07 ... sta $06E1 ; 9685 8D E1 06 ... - lda work_level_sub5+1 ; 9688 AD A3 07 ... + lda work_level_sub_start+1 ; 9688 AD A3 07 ... sta $06E2 ; 968B 8D E2 06 ... jsr L06E0 ; 968E 20 E0 06 .. lda #$00 ; 9691 A9 00 .. @@ -3308,7 +3311,7 @@ mj_clear_loop: sta $0755,x ; 9782 9D 55 07 .U. sta $069A,x ; 9785 9D 9A 06 ... sta $06EA,x ; 9788 9D EA 06 ... - sta $06EB,x ; 978B 9D EB 06 ... + sta jump_frame,x ; 978B 9D EB 06 ... dex ; 978E CA . bne mj_clear_loop ; 978F D0 F1 .. sta $0697 ; 9791 8D 97 06 ... @@ -3387,9 +3390,9 @@ L9806: lda $0623 ; 9806 AD 23 06 lda $0683 ; 980B AD 83 06 ... cmp #$C6 ; 980E C9 C6 .. bcs L982E ; 9810 B0 1C .. - lda $06EB ; 9812 AD EB 06 ... + lda jump_frame ; 9812 AD EB 06 ... beq check_collisions_2 ; 9815 F0 03 .. - jmp L99A8 ; 9817 4C A8 99 L.. + jmp mid_jump ; 9817 4C A8 99 L.. ; ---------------------------------------------------------------------------- ; did player 0 or 1 hit the playfield... @@ -3406,7 +3409,7 @@ L982E: inc $0623 ; 982E EE 23 06 rts ; 9831 60 ` ; ---------------------------------------------------------------------------- -; did player 0 or 1 hit the playfield... +; movement/jumping only allowed if player's touching the playfield check_collisions_3: lda #$00 ; 9832 A9 00 .. sta $06ED ; 9834 8D ED 06 ... @@ -3493,7 +3496,7 @@ L98AD: clc ; 98AD 18 lda #$BE ; 98C6 A9 BE .. sta sfx_slot_timer ; 98C8 8D 3F 06 .?. lda #$01 ; 98CB A9 01 .. - jsr L8003 ; 98CD 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 98CD 20 03 80 .. L98D0: lda collision_save+4 ; 98D0 AD B4 06 ... ora collision_save+5 ; 98D3 0D B5 06 ... and #$02 ; 98D6 29 02 ). @@ -3593,37 +3596,47 @@ L9983: sec ; 9983 38 rts ; 9984 60 ` ; ---------------------------------------------------------------------------- -; handle trigger presses (maybe start a jump) +; handle trigger presses, maybe start a jump, if player is moving up, left, or right trigger_handler: ldx #$04 ; 9985 A2 04 .. lda joystick_state ; 9987 AD 33 06 .3. cmp #$0E ; 998A C9 0E .. - beq L99A0 ; 998C F0 12 .. + beq start_jump ; 998C F0 12 .. ldx #$10 ; 998E A2 10 .. lda player_delta_x ; 9990 AD 30 06 .0. cmp #$01 ; 9993 C9 01 .. - beq L99A0 ; 9995 F0 09 .. + beq start_jump ; 9995 F0 09 .. ldx #$11 ; 9997 A2 11 .. cmp #$FF ; 9999 C9 FF .. - beq L99A0 ; 999B F0 03 .. + beq start_jump ; 999B F0 03 .. jmp check_up_down ; 999D 4C 55 98 LU. ; ---------------------------------------------------------------------------- -L99A0: stx $0688 ; 99A0 8E 88 06 ... +; start jumping, play sfx_jump +start_jump: + stx $0688 ; 99A0 8E 88 06 ... lda #$01 ; 99A3 A9 01 .. jsr cue_music_jv ; 99A5 20 18 80 .. -L99A8: inc $06EB ; 99A8 EE EB 06 ... - lda $06EB ; 99AB AD EB 06 ... +; check & see if we're done jumping +mid_jump: + inc jump_frame ; 99A8 EE EB 06 ... + lda jump_frame ; 99AB AD EB 06 ... +; $15 aka 21 frames? +is_jump_done: cmp #$16 ; 99AE C9 16 .. - bne L99BD ; 99B0 D0 0B .. -L99B2: lda #$00 ; 99B2 A9 00 .. - sta $06EB ; 99B4 8D EB 06 ... + bne continue_jump ; 99B0 D0 0B .. +; we hit a girder/rope/ladder in mid-jump, or else the jump finished without hitting anything(?). this does not (?) include the bottom of the level +end_jump: + lda #$00 ; 99B2 A9 00 .. + sta jump_frame ; 99B4 8D EB 06 ... sta $06ED ; 99B7 8D ED 06 ... jmp check_collisions_2 ; 99BA 4C 1A 98 L.. ; ---------------------------------------------------------------------------- -L99BD: ldx $06EB ; 99BD AE EB 06 ... - lda L9A1B,x ; 99C0 BD 1B 9A ... +; we're in mid-jump and didn't hit anything, keep going +continue_jump: + ldx jump_frame ; 99BD AE EB 06 ... + lda jump_delta_x_table_minus_one,x ; 99C0 BD 1B 9A ... tay ; 99C3 A8 . lda $0688 ; 99C4 AD 88 06 ... cmp #$10 ; 99C7 C9 10 .. @@ -3644,7 +3657,7 @@ L99DD: clc ; 99DD 18 tya ; 99DE 98 . adc $067E ; 99DF 6D 7E 06 m~. sta $067E ; 99E2 8D 7E 06 .~. - lda L9A31,x ; 99E5 BD 31 9A .1. + lda jump_delta_y_table_minus_one,x ; 99E5 BD 31 9A .1. clc ; 99E8 18 . adc $0683 ; 99E9 6D 83 06 m.. sta $0683 ; 99EC 8D 83 06 ... @@ -3658,33 +3671,40 @@ code_99f7: lda collision_save+4 ; 99F7 AD B4 06 ... ora collision_save+5 ; 99FA 0D B5 06 ... lsr a ; 99FD 4A J - bcs L99B2 ; 99FE B0 B2 .. + bcs end_jump ; 99FE B0 B2 .. lsr a ; 9A00 4A J bcc L9A19 ; 9A01 90 16 .. lda $0688 ; 9A03 AD 88 06 ... cmp #$04 ; 9A06 C9 04 .. beq L9A19 ; 9A08 F0 0F .. jsr L9971 ; 9A0A 20 71 99 q. - bcs L99B2 ; 9A0D B0 A3 .. + bcs end_jump ; 9A0D B0 A3 .. jsr check_up_down_2 ; 9A0F 20 3B 99 ;. bcc L9A19 ; 9A12 90 05 .. cmp $067E ; 9A14 CD 7E 06 .~. - beq L99B2 ; 9A17 F0 99 .. + beq end_jump ; 9A17 F0 99 .. L9A19: -L9A1B := * + 2 +jump_delta_x_table_minus_one:= * + 2 ; 1-indexed... jmp L9925 ; 9A19 4C 25 99 L%. ; ---------------------------------------------------------------------------- -data_9a1c: +; used by continue_jump, the amount of X movement per frame of jumping (for either direction, left or right) +jump_delta_x_table: .byte $02,$00,$02,$00,$02,$02,$02,$02 ; 9A1C 02 00 02 00 02 02 02 02 ........ .byte $02,$02,$02,$00,$02,$00,$02,$00 ; 9A24 02 02 02 00 02 00 02 00 ........ .byte $00,$02,$00,$00,$00 ; 9A2C 00 02 00 00 00 ..... -L9A31: .byte $02,$FE,$FE,$FE,$FE,$FE,$FE,$00 ; 9A31 02 FE FE FE FE FE FE 00 ........ - .byte $00,$00,$02,$02,$02,$02,$02,$02 ; 9A39 00 00 02 02 02 02 02 02 ........ - .byte $02,$02,$02,$02,$02,$02,$00,$00 ; 9A41 02 02 02 02 02 02 00 00 ........ - .byte $00,$00,$00,$00,$00,$00,$00,$00 ; 9A49 00 00 00 00 00 00 00 00 ........ - .byte $00,$00,$00,$00,$00,$00,$00,$00 ; 9A51 00 00 00 00 00 00 00 00 ........ - .byte $00,$00,$00 ; 9A59 00 00 00 ... +; 1-indexed... +jump_delta_y_table_minus_one: + .byte $02 ; 9A31 02 . +; used by continue_jump, amount of Y movement per frame ($FE is -2, or 2 scanlines up, $02 is 2 scanlines down) +jump_delta_y_table: + .byte $FE,$FE,$FE,$FE,$FE,$FE,$00,$00 ; 9A32 FE FE FE FE FE FE 00 00 ........ + .byte $00,$02,$02,$02,$02,$02,$02,$02 ; 9A3A 00 02 02 02 02 02 02 02 ........ + .byte $02,$02,$02,$02,$02,$00 ; 9A42 02 02 02 02 02 00 ...... +zero_filler_9a48: + .byte $00,$00,$00,$00,$00,$00,$00,$00 ; 9A48 00 00 00 00 00 00 00 00 ........ + .byte $00,$00,$00,$00,$00,$00,$00,$00 ; 9A50 00 00 00 00 00 00 00 00 ........ + .byte $00,$00,$00,$00 ; 9A58 00 00 00 00 .... ; ---------------------------------------------------------------------------- init_page_7: ldy #$00 ; 9A5C A0 00 .. @@ -4182,8 +4202,8 @@ level00_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level00_sub_bomb: .addr L06E6 ; A020 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level00_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level00_sub_start: .addr L06E6 ; A022 E6 06 .. ; always $9740 aka game_main_loop level00_sub6: @@ -4214,16 +4234,16 @@ level01_desc: ; ---------------------------------------------------------------------------- ; a subroutine level01_sub0: - .addr LA4DD ; A042 DD A4 .. + .addr electrocution_done ; A042 DD A4 .. ; a subroutine level01_sub1: - .addr LA509 ; A044 09 A5 .. + .addr electrocute ; A044 09 A5 .. ; a subroutine level01_sub2: .addr L0000 ; A046 00 00 .. ; a subroutine level01_sub3: - .addr LA53D ; A048 3D A5 =. + .addr level02_collisions ; A048 3D A5 =. ; ---------------------------------------------------------------------------- ; number of bombs to pick up on this level level01_num_bombs: @@ -4275,8 +4295,8 @@ level01_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level01_sub_bomb: .addr LA498 ; A060 98 A4 .. -; $06E6 for some levels, or else a ROM subroutine -level01_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level01_sub_start: .addr L8036 ; A062 36 80 6. ; always $9740 aka game_main_loop level01_sub6: @@ -4368,8 +4388,8 @@ level02_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level02_sub_bomb: .addr L06E6 ; A0A0 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level02_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level02_sub_start: .addr LA68C ; A0A2 8C A6 .. ; always $9740 aka game_main_loop level02_sub6: @@ -4461,8 +4481,8 @@ level03_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level03_sub_bomb: .addr L06E6 ; A0E0 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level03_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level03_sub_start: .addr L8036 ; A0E2 36 80 6. ; always $9740 aka game_main_loop level03_sub6: @@ -4554,8 +4574,8 @@ level04_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level04_sub_bomb: .addr L06E6 ; A120 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level04_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level04_sub_start: .addr L06E6 ; A122 E6 06 .. ; always $9740 aka game_main_loop level04_sub6: @@ -4647,8 +4667,8 @@ level05_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level05_sub_bomb: .addr LAA73 ; A160 73 AA s. -; $06E6 for some levels, or else a ROM subroutine -level05_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level05_sub_start: .addr LA9C6 ; A162 C6 A9 .. ; always $9740 aka game_main_loop level05_sub6: @@ -4740,8 +4760,8 @@ level06_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level06_sub_bomb: .addr L06E6 ; A1A0 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level06_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level06_sub_start: .addr L8036 ; A1A2 36 80 6. ; always $9740 aka game_main_loop level06_sub6: @@ -4833,8 +4853,8 @@ level07_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level07_sub_bomb: .addr LAF23 ; A1E0 23 AF #. -; $06E6 for some levels, or else a ROM subroutine -level07_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level07_sub_start: .addr LAE9B ; A1E2 9B AE .. ; always $9740 aka game_main_loop level07_sub6: @@ -4926,8 +4946,8 @@ level08_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level08_sub_bomb: .addr LB121 ; A220 21 B1 !. -; $06E6 for some levels, or else a ROM subroutine -level08_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level08_sub_start: .addr LB0C4 ; A222 C4 B0 .. ; always $9740 aka game_main_loop level08_sub6: @@ -5019,8 +5039,8 @@ level09_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level09_sub_bomb: .addr LB2FD ; A260 FD B2 .. -; $06E6 for some levels, or else a ROM subroutine -level09_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level09_sub_start: .addr L8036 ; A262 36 80 6. ; always $9740 aka game_main_loop level09_sub6: @@ -5112,8 +5132,8 @@ level10_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level10_sub_bomb: .addr LB44C ; A2A0 4C B4 L. -; $06E6 for some levels, or else a ROM subroutine -level10_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level10_sub_start: .addr L8036 ; A2A2 36 80 6. ; always $9740 aka game_main_loop level10_sub6: @@ -5205,8 +5225,8 @@ level11_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level11_sub_bomb: .addr L06E6 ; A2E0 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level11_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level11_sub_start: .addr L8036 ; A2E2 36 80 6. ; always $9740 aka game_main_loop level11_sub6: @@ -5319,7 +5339,9 @@ LA498: ldy $B2 ; A498 A4 B2 rts ; A4DC 60 ` ; ---------------------------------------------------------------------------- -LA4DD: lda $0623 ; A4DD AD 23 06 .#. +; turn off electrocution effect (?) +electrocution_done: + lda $0623 ; A4DD AD 23 06 .#. bne LA4FF ; A4E0 D0 1D .. lda $0621 ; A4E2 AD 21 06 .!. bne LA4E8 ; A4E5 D0 01 .. @@ -5345,7 +5367,9 @@ LA505: stx $0770 ; A505 8E 70 07 rts ; A508 60 ` ; ---------------------------------------------------------------------------- -LA509: ldx $0770 ; A509 AE 70 07 .p. +; electrocution effect +electrocute: + ldx $0770 ; A509 AE 70 07 .p. bne LA50F ; A50C D0 01 .. rts ; A50E 60 ` @@ -5360,16 +5384,17 @@ LA50F: lda RANDOM ; A50F AD 0A D2 lda #$A5 ; A522 A9 A5 .. sta sfx_slot_timer ; A524 8D 3F 06 .?. lda #$01 ; A527 A9 01 .. - jsr L8003 ; A529 20 03 80 .. + jsr cue_sfx_lowprior_jv ; A529 20 03 80 .. rts ; A52C 60 ` ; ---------------------------------------------------------------------------- -; dunno, referenced by routine at $A50F -sfx_a52d: +sfx_electrocution: .byte $01,$81,$00,$0A,$02,$01,$81,$00 ; A52D 01 81 00 0A 02 01 81 00 ........ .byte $32,$02,$01,$81,$00,$1E,$02,$00 ; A535 32 02 01 81 00 1E 02 00 2....... ; ---------------------------------------------------------------------------- -LA53D: lda #$00 ; A53D A9 00 .. +; skip a couple of the collision regs, so we don't register a collision when Jumpman is being electrocuted +level02_collisions: + lda #$00 ; A53D A9 00 .. jmp L8F79 ; A53F 4C 79 8F Ly. ; ---------------------------------------------------------------------------- @@ -5626,7 +5651,7 @@ LA882: tya ; A882 98 lda #$A9 ; A892 A9 A9 .. sta sfx_slot_timer ; A894 8D 3F 06 .?. lda #$03 ; A897 A9 03 .. - jsr L8003 ; A899 20 03 80 .. + jsr cue_sfx_lowprior_jv ; A899 20 03 80 .. pla ; A89C 68 h tax ; A89D AA . LA89E: lda $0763,x ; A89E BD 63 07 .c. @@ -6532,7 +6557,7 @@ cue_woop_sound: lda #$B5 ; B4D8 A9 B5 .. sta sfx_slot_timer ; B4DA 8D 3F 06 .?. lda #$03 ; B4DD A9 03 .. - jsr L8003 ; B4DF 20 03 80 .. + jsr cue_sfx_lowprior_jv ; B4DF 20 03 80 .. LB4E2: ldy #$01 ; B4E2 A0 01 .. lda $0681 ; B4E4 AD 81 06 ... cmp $067E ; B4E7 CD 7E 06 .~. @@ -7356,7 +7381,8 @@ sfx11: .byte $01,$A6,$02,$79,$20,$B6,$30,$99 ; BFA6 01 A6 02 79 20 B6 30 99 .byte $20,$88,$09,$99,$20,$E6,$30,$99 ; BFAE 20 88 09 99 20 E6 30 99 ... .0. .byte $20,$88,$09,$99,$20,$B6,$3A,$00 ; BFB6 20 88 09 99 20 B6 3A 00 ... .:. ; jumping sound -sfx12: .byte $01,$A5,$00,$79,$04,$60,$04,$51 ; BFBE 01 A5 00 79 04 60 04 51 ...y.`.Q +sfx_jump: + .byte $01,$A5,$00,$79,$04,$60,$04,$51 ; BFBE 01 A5 00 79 04 60 04 51 ...y.`.Q .byte $04,$3C,$04,$51,$04,$60,$04,$79 ; BFC6 04 3C 04 51 04 60 04 79 .<.Q.`.y .byte $04,$00 ; BFCE 04 00 .. ; funeral march melody diff --git a/jumpmanjr.html b/jumpmanjr.html index 1976303..be382c8 100644 --- a/jumpmanjr.html +++ b/jumpmanjr.html @@ -7,7 +7,7 @@
 ; da65 V2.15 - Git 104f898
-; Created:    2016-08-29 15:45:14
+; Created:    2016-08-30 01:18:47
 ; Input file: jumpmanjr.rom
 ; Page:       1
 
@@ -81,6 +81,7 @@
 L06E0           := $06E0
 L06E3           := $06E3
 L06E6           := $06E6
+jump_frame      := $06EB                        ; 0 if not jumping, or frames since start of jump (range 1 to 21)
 randomizer_mode := $06F3                        ; only after beating levels 1-12 in order
 number_of_players:= $06F4                       ; 0 for single-player game, otherwise range 1-3 (2 to 4 players)
 level           := $06F6
@@ -107,8 +108,8 @@
 work_level_map2 := $079A                        ; map data
 work_level_unkn_table1:= $079C                  ; unknown, pointer to a ROM table or $0000
 work_level_offs_30:= $079E                      ; always $0000
-work_level_sub4 := $07A0                        ; $06E6 for most levels, or else a ROM subroutine
-work_level_sub5 := $07A2                        ; $06E6 for some levels, or else a ROM subroutine
+work_level_sub_bomb:= $07A0                     ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+work_level_sub_start:= $07A2                    ; called at start of level, $06E6 for some levels, or else a ROM subroutine
 work_level_sub6 := $07A4                        ; always $9740 aka game_main_loop
 work_level_sub_eol:= $07A6                      ; called at end of level (all bombs picked up). $06E6 for all but level07
 work_level_offs_40:= $07A8                      ; all zeroes
@@ -135,8 +136,8 @@
 cur_level_map2  := $07DA                        ; map data
 cur_level_unkn_table1:= $07DC                   ; unknown, pointer to a ROM table or $0000
 cur_level_offs_30:= $07DE                       ; always $0000
-cur_level_sub4  := $07E0                        ; $06E6 for most levels, or else a ROM subroutine
-cur_level_sub5  := $07E2                        ; $06E6 for some levels, or else a ROM subroutine
+cur_level_sub_bomb:= $07E0                      ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+cur_level_sub_start:= $07E2                     ; called at start of level, $06E6 for some levels, or else a ROM subroutine
 cur_level_sub6  := $07E4                        ; always $9740 aka game_main_loop
 cur_level_sub_eol:= $07E6                       ; called at end of level (all bombs picked up). $06E6 for all but level07
 cur_level_offs_40:= $07E8                       ; all zeroes
@@ -201,7 +202,9 @@
         jmp     draw_map                        ; 8000 4C 49 80                 LI.
 
 ; ----------------------------------------------------------------------------
-L8003:  jmp     cue_sfx_lowprior                ; 8003 4C 40 82                 L@.
+; if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A
+cue_sfx_lowprior_jv:
+        jmp     cue_sfx_lowprior                ; 8003 4C 40 82                 L@.
 
 ; ----------------------------------------------------------------------------
 ; setup to play sfx
@@ -214,7 +217,9 @@
         jmp     xxx_level_something             ; 8009 4C 00 86                 L..
 
 ; ----------------------------------------------------------------------------
-L800C:  jmp     L8CBC                           ; 800C 4C BC 8C                 L..
+; also adds extra life every 7500 points
+update_score_display_jv:
+        jmp     update_score_display            ; 800C 4C BC 8C                 L..
 
 ; ----------------------------------------------------------------------------
 L800F:  jmp     L867E                           ; 800F 4C 7E 86                 L~.
@@ -269,7 +274,9 @@
         jmp     crumble_gameboard               ; 8030 4C 00 8D                 L..
 
 ; ----------------------------------------------------------------------------
-L8033:  jmp     L87A0                           ; 8033 4C A0 87                 L..
+; check whether Jumpman just touched a bomb (RTS if not)
+check_bomb_coll_jv:
+        jmp     check_bomb_coll                 ; 8033 4C A0 87                 L..
 
 ; ----------------------------------------------------------------------------
 L8036:  jmp     L8B23                           ; 8036 4C 23 8B                 L#.
@@ -521,7 +528,7 @@
         cmp     #$01                            ; 818F C9 01                    ..
         beq     sfx_change_tempo                ; 8191 F0 1B                    ..
         cmp     #$02                            ; 8193 C9 02                    ..
-        beq     sfx_jump                        ; 8195 F0 31                    .1
+        beq     sfx_jump_opcode                 ; 8195 F0 31                    .1
         cmp     #$03                            ; 8197 C9 03                    ..
         beq     sfx_play_rest                   ; 8199 F0 03                    ..
         jmp     sfx_finished                    ; 819B 4C 26 82                 L&.
@@ -554,7 +561,7 @@
 
 ; ----------------------------------------------------------------------------
 ; I *think* this jumps to a different sfx address...
-sfx_jump:
+sfx_jump_opcode:
         iny                                     ; 81C8 C8                       .
         lda     (zp_temp1),y                    ; 81C9 B1 CB                    ..
         sta     sfx_slot_curpos,x               ; 81CB 9D 4E 06                 .N.
@@ -1336,13 +1343,17 @@
         jmp     L88A8                           ; 879D 4C A8 88                 L..
 
 ; ----------------------------------------------------------------------------
-L87A0:  lda     collision_save+4                ; 87A0 AD B4 06                 ...
+; check whether Jumpman just touched a bomb (RTS if not)
+check_bomb_coll:
+        lda     collision_save+4                ; 87A0 AD B4 06                 ...
         and     #$04                            ; 87A3 29 04                    ).
-        bne     L87A8                           ; 87A5 D0 01                    ..
+        bne     bomb_pickup                     ; 87A5 D0 01                    ..
         rts                                     ; 87A7 60                       `
 
 ; ----------------------------------------------------------------------------
-L87A8:  lda     $067E                           ; 87A8 AD 7E 06                 .~.
+; Jumpman just picked up a bomb, award points, play sfx_bomb_pickup, make the bomb disappear, do some other stuff I don't understand yet
+bomb_pickup:
+        lda     $067E                           ; 87A8 AD 7E 06                 .~.
         clc                                     ; 87AB 18                       .
         adc     work_level_offs_14              ; 87AC 6D 8E 07                 m..
         and     #$E0                            ; 87AF 29 E0                    ).
@@ -1434,9 +1445,9 @@
         lda     ($B0),y                         ; 884E B1 B0                    ..
         sta     $06E5                           ; 8850 8D E5 06                 ...
         jsr     L06E3                           ; 8853 20 E3 06                  ..
-L8856:  lda     work_level_sub4                 ; 8856 AD A0 07                 ...
+L8856:  lda     work_level_sub_bomb             ; 8856 AD A0 07                 ...
         sta     $06E4                           ; 8859 8D E4 06                 ...
-        lda     work_level_sub4+1               ; 885C AD A1 07                 ...
+        lda     work_level_sub_bomb+1           ; 885C AD A1 07                 ...
         sta     $06E5                           ; 885F 8D E5 06                 ...
         jsr     L06E3                           ; 8862 20 E3 06                  ..
         clc                                     ; 8865 18                       .
@@ -1452,7 +1463,7 @@
         lda     #$06                            ; 887D A9 06                    ..
         sta     dm_progctr+1                    ; 887F 85 C1                    ..
         jsr     draw_map_jv                     ; 8881 20 00 80                  ..
-        jsr     L800C                           ; 8884 20 0C 80                  ..
+        jsr     update_score_display_jv         ; 8884 20 0C 80                  ..
         dec     work_level_num_bombs            ; 8887 CE 8A 07                 ...
 L888A:  lda     collision_save+4                ; 888A AD B4 06                 ...
         and     #$04                            ; 888D 29 04                    ).
@@ -1460,7 +1471,8 @@
         rts                                     ; 8891 60                       `
 
 ; ----------------------------------------------------------------------------
-data_8892:
+; played when a bomb is picked up
+sfx_bomb_pickup:
         .byte   $01,$A6,$00,$1E,$03,$28,$03,$1E ; 8892 01 A6 00 1E 03 28 03 1E  .....(..
         .byte   $03,$28,$03,$1E,$03,$28,$03,$1E ; 889A 03 28 03 1E 03 28 03 1E  .(...(..
         .byte   $03,$28,$03,$00,$00,$00         ; 88A2 03 28 03 00 00 00        .(....
@@ -1554,7 +1566,7 @@
         lda     #$8A                            ; 893B A9 8A                    ..
         sta     sfx_slot_timer                  ; 893D 8D 3F 06                 .?.
         lda     #$07                            ; 8940 A9 07                    ..
-        jsr     L8003                           ; 8942 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; 8942 20 03 80                  ..
 L8945:  lda     $0683                           ; 8945 AD 83 06                 ...
         cmp     #$C6                            ; 8948 C9 C6                    ..
         bcc     L895D                           ; 894A 90 11                    ..
@@ -1600,7 +1612,7 @@
         lda     #$8A                            ; 899F A9 8A                    ..
         sta     sfx_slot_timer                  ; 89A1 8D 3F 06                 .?.
         lda     #$04                            ; 89A4 A9 04                    ..
-        jsr     L8003                           ; 89A6 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; 89A6 20 03 80                  ..
 L89A9:  ldx     $06EA                           ; 89A9 AE EA 06                 ...
         cpx     #$09                            ; 89AC E0 09                    ..
         bne     L89B8                           ; 89AE D0 08                    ..
@@ -1701,7 +1713,7 @@
         lda     #$8A                            ; 8A8A A9 8A                    ..
         sta     sfx_slot_timer                  ; 8A8C 8D 3F 06                 .?.
         lda     #$02                            ; 8A8F A9 02                    ..
-        jsr     L8003                           ; 8A91 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; 8A91 20 03 80                  ..
 L8A94:  jmp     L9925                           ; 8A94 4C 25 99                 L%.
 
 ; ----------------------------------------------------------------------------
@@ -2033,7 +2045,9 @@
         brk                                     ; 8CB9 00                       .
         brk                                     ; 8CBA 00                       .
         brk                                     ; 8CBB 00                       .
-L8CBC:  ldx     #$03                            ; 8CBC A2 03                    ..
+; also adds extra life every 7500 points
+update_score_display:
+        ldx     #$03                            ; 8CBC A2 03                    ..
 L8CBE:  lda     $06FF,x                         ; 8CBE BD FF 06                 ...
         cmp     score+2,x                       ; 8CC1 DD 02 07                 ...
         bcc     L8CFA                           ; 8CC4 90 34                    .4
@@ -2069,7 +2083,7 @@
         lda     #$0C                            ; 8CF2 A9 0C                    ..
         jsr     cue_sfx_jv                      ; 8CF4 20 06 80                  ..
         jsr     show_lives_icons                ; 8CF7 20 BB 86                  ..
-L8CFA:  jmp     LB7C0                           ; 8CFA 4C C0 B7                 L..
+L8CFA:  jmp     score_mod_1m                    ; 8CFA 4C C0 B7                 L..
 
 ; ----------------------------------------------------------------------------
 ; L= (for lives display)
@@ -2215,7 +2229,7 @@
         lda     #$8D                            ; 8DEF A9 8D                    ..
         sta     sfx_slot_timer                  ; 8DF1 8D 3F 06                 .?.
         lda     #$07                            ; 8DF4 A9 07                    ..
-        jsr     L8003                           ; 8DF6 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; 8DF6 20 03 80                  ..
 dec_done:
         rts                                     ; 8DF9 60                       `
 
@@ -2247,7 +2261,7 @@
         sta     AUDC1                           ; 8E2E 8D 01 D2                 ...
         sta     jiffy_timer_1                   ; 8E31 8D 1A 06                 ...
         sta     playing_level                   ; 8E34 8D 27 06                 .'.
-        jsr     L800C                           ; 8E37 20 0C 80                  ..
+        jsr     update_score_display_jv         ; 8E37 20 0C 80                  ..
 ; 533ms ntsc, 640ms pal
 wait_32_jiffies:
         lda     jiffy_timer_1                   ; 8E3A AD 1A 06                 ...
@@ -2348,7 +2362,7 @@
         txa                                     ; 8F05 8A                       .
         pha                                     ; 8F06 48                       H
         lda     #$02                            ; 8F07 A9 02                    ..
-        jsr     L8003                           ; 8F09 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; 8F09 20 03 80                  ..
         pla                                     ; 8F0C 68                       h
         tax                                     ; 8F0D AA                       .
         inc     $0756,x                         ; 8F0E FE 56 07                 .V.
@@ -2442,7 +2456,7 @@
         .byte   $10                             ; 8FC7 10                       .
 ; ----------------------------------------------------------------------------
 mus01_addr1:
-        .addr   sfx12                           ; 8FC8 BE BF                    ..
+        .addr   sfx_jump                        ; 8FC8 BE BF                    ..
 mus01_addr2:
         .addr   empty_music_entry               ; 8FCA FF 8F                    ..
 ; ----------------------------------------------------------------------------
@@ -3171,9 +3185,9 @@
         inx                                     ; 967D E8                       .
         cpx     #$40                            ; 967E E0 40                    .@
         bne     copy_level_desc_2               ; 9680 D0 F5                    ..
-        lda     work_level_sub5                 ; 9682 AD A2 07                 ...
+        lda     work_level_sub_start            ; 9682 AD A2 07                 ...
         sta     $06E1                           ; 9685 8D E1 06                 ...
-        lda     work_level_sub5+1               ; 9688 AD A3 07                 ...
+        lda     work_level_sub_start+1          ; 9688 AD A3 07                 ...
         sta     $06E2                           ; 968B 8D E2 06                 ...
         jsr     L06E0                           ; 968E 20 E0 06                  ..
         lda     #$00                            ; 9691 A9 00                    ..
@@ -3268,7 +3282,7 @@
 ; ----------------------------------------------------------------------------
 game_main_loop:
         jsr     materialize_jumpman             ; 9740 20 7B 97                  {.
-L9743:  jsr     L8033                           ; 9743 20 33 80                  3.
+L9743:  jsr     check_bomb_coll_jv              ; 9743 20 33 80                  3.
         lda     work_level_num_bombs            ; 9746 AD 8A 07                 ...
         beq     got_all_bombs                   ; 9749 F0 1B                    ..
         lda     $0623                           ; 974B AD 23 06                 .#.
@@ -3305,7 +3319,7 @@
         sta     $0755,x                         ; 9782 9D 55 07                 .U.
         sta     $069A,x                         ; 9785 9D 9A 06                 ...
         sta     $06EA,x                         ; 9788 9D EA 06                 ...
-        sta     $06EB,x                         ; 978B 9D EB 06                 ...
+        sta     jump_frame,x                    ; 978B 9D EB 06                 ...
         dex                                     ; 978E CA                       .
         bne     mj_clear_loop                   ; 978F D0 F1                    ..
         sta     $0697                           ; 9791 8D 97 06                 ...
@@ -3384,9 +3398,9 @@
         lda     $0683                           ; 980B AD 83 06                 ...
         cmp     #$C6                            ; 980E C9 C6                    ..
         bcs     L982E                           ; 9810 B0 1C                    ..
-        lda     $06EB                           ; 9812 AD EB 06                 ...
+        lda     jump_frame                      ; 9812 AD EB 06                 ...
         beq     check_collisions_2              ; 9815 F0 03                    ..
-        jmp     L99A8                           ; 9817 4C A8 99                 L..
+        jmp     mid_jump                        ; 9817 4C A8 99                 L..
 
 ; ----------------------------------------------------------------------------
 ; did player 0 or 1 hit the playfield...
@@ -3403,7 +3417,7 @@
         rts                                     ; 9831 60                       `
 
 ; ----------------------------------------------------------------------------
-; did player 0 or 1 hit the playfield...
+; movement/jumping only allowed if player's touching the playfield
 check_collisions_3:
         lda     #$00                            ; 9832 A9 00                    ..
         sta     $06ED                           ; 9834 8D ED 06                 ...
@@ -3490,7 +3504,7 @@
         lda     #$BE                            ; 98C6 A9 BE                    ..
         sta     sfx_slot_timer                  ; 98C8 8D 3F 06                 .?.
         lda     #$01                            ; 98CB A9 01                    ..
-        jsr     L8003                           ; 98CD 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; 98CD 20 03 80                  ..
 L98D0:  lda     collision_save+4                ; 98D0 AD B4 06                 ...
         ora     collision_save+5                ; 98D3 0D B5 06                 ...
         and     #$02                            ; 98D6 29 02                    ).
@@ -3590,37 +3604,47 @@
         rts                                     ; 9984 60                       `
 
 ; ----------------------------------------------------------------------------
-; handle trigger presses (maybe start a jump)
+; handle trigger presses, maybe start a jump, if player is moving up, left, or right
 trigger_handler:
         ldx     #$04                            ; 9985 A2 04                    ..
         lda     joystick_state                  ; 9987 AD 33 06                 .3.
         cmp     #$0E                            ; 998A C9 0E                    ..
-        beq     L99A0                           ; 998C F0 12                    ..
+        beq     start_jump                      ; 998C F0 12                    ..
         ldx     #$10                            ; 998E A2 10                    ..
         lda     player_delta_x                  ; 9990 AD 30 06                 .0.
         cmp     #$01                            ; 9993 C9 01                    ..
-        beq     L99A0                           ; 9995 F0 09                    ..
+        beq     start_jump                      ; 9995 F0 09                    ..
         ldx     #$11                            ; 9997 A2 11                    ..
         cmp     #$FF                            ; 9999 C9 FF                    ..
-        beq     L99A0                           ; 999B F0 03                    ..
+        beq     start_jump                      ; 999B F0 03                    ..
         jmp     check_up_down                   ; 999D 4C 55 98                 LU.
 
 ; ----------------------------------------------------------------------------
-L99A0:  stx     $0688                           ; 99A0 8E 88 06                 ...
+; start jumping, play sfx_jump
+start_jump:
+        stx     $0688                           ; 99A0 8E 88 06                 ...
         lda     #$01                            ; 99A3 A9 01                    ..
         jsr     cue_music_jv                    ; 99A5 20 18 80                  ..
-L99A8:  inc     $06EB                           ; 99A8 EE EB 06                 ...
-        lda     $06EB                           ; 99AB AD EB 06                 ...
+; check & see if we're done jumping
+mid_jump:
+        inc     jump_frame                      ; 99A8 EE EB 06                 ...
+        lda     jump_frame                      ; 99AB AD EB 06                 ...
+; $15 aka 21 frames?
+is_jump_done:
         cmp     #$16                            ; 99AE C9 16                    ..
-        bne     L99BD                           ; 99B0 D0 0B                    ..
-L99B2:  lda     #$00                            ; 99B2 A9 00                    ..
-        sta     $06EB                           ; 99B4 8D EB 06                 ...
+        bne     continue_jump                   ; 99B0 D0 0B                    ..
+; we hit a girder/rope/ladder in mid-jump, or else the jump finished without hitting anything(?). this does not (?) include the bottom of the level
+end_jump:
+        lda     #$00                            ; 99B2 A9 00                    ..
+        sta     jump_frame                      ; 99B4 8D EB 06                 ...
         sta     $06ED                           ; 99B7 8D ED 06                 ...
         jmp     check_collisions_2              ; 99BA 4C 1A 98                 L..
 
 ; ----------------------------------------------------------------------------
-L99BD:  ldx     $06EB                           ; 99BD AE EB 06                 ...
-        lda     L9A1B,x                         ; 99C0 BD 1B 9A                 ...
+; we're in mid-jump and didn't hit anything, keep going
+continue_jump:
+        ldx     jump_frame                      ; 99BD AE EB 06                 ...
+        lda     jump_delta_x_table_minus_one,x  ; 99C0 BD 1B 9A                 ...
         tay                                     ; 99C3 A8                       .
         lda     $0688                           ; 99C4 AD 88 06                 ...
         cmp     #$10                            ; 99C7 C9 10                    ..
@@ -3641,7 +3665,7 @@
         tya                                     ; 99DE 98                       .
         adc     $067E                           ; 99DF 6D 7E 06                 m~.
         sta     $067E                           ; 99E2 8D 7E 06                 .~.
-        lda     L9A31,x                         ; 99E5 BD 31 9A                 .1.
+        lda     jump_delta_y_table_minus_one,x  ; 99E5 BD 31 9A                 .1.
         clc                                     ; 99E8 18                       .
         adc     $0683                           ; 99E9 6D 83 06                 m..
         sta     $0683                           ; 99EC 8D 83 06                 ...
@@ -3655,33 +3679,40 @@
         lda     collision_save+4                ; 99F7 AD B4 06                 ...
         ora     collision_save+5                ; 99FA 0D B5 06                 ...
         lsr     a                               ; 99FD 4A                       J
-        bcs     L99B2                           ; 99FE B0 B2                    ..
+        bcs     end_jump                        ; 99FE B0 B2                    ..
         lsr     a                               ; 9A00 4A                       J
         bcc     L9A19                           ; 9A01 90 16                    ..
         lda     $0688                           ; 9A03 AD 88 06                 ...
         cmp     #$04                            ; 9A06 C9 04                    ..
         beq     L9A19                           ; 9A08 F0 0F                    ..
         jsr     L9971                           ; 9A0A 20 71 99                  q.
-        bcs     L99B2                           ; 9A0D B0 A3                    ..
+        bcs     end_jump                        ; 9A0D B0 A3                    ..
         jsr     check_up_down_2                 ; 9A0F 20 3B 99                  ;.
         bcc     L9A19                           ; 9A12 90 05                    ..
         cmp     $067E                           ; 9A14 CD 7E 06                 .~.
-        beq     L99B2                           ; 9A17 F0 99                    ..
+        beq     end_jump                        ; 9A17 F0 99                    ..
 L9A19:
-L9A1B           := * + 2
+jump_delta_x_table_minus_one:= * + 2            ; 1-indexed...
         jmp     L9925                           ; 9A19 4C 25 99                 L%.
 
 ; ----------------------------------------------------------------------------
-data_9a1c:
+; used by continue_jump, the amount of X movement per frame of jumping (for either direction, left or right)
+jump_delta_x_table:
         .byte   $02,$00,$02,$00,$02,$02,$02,$02 ; 9A1C 02 00 02 00 02 02 02 02  ........
         .byte   $02,$02,$02,$00,$02,$00,$02,$00 ; 9A24 02 02 02 00 02 00 02 00  ........
         .byte   $00,$02,$00,$00,$00             ; 9A2C 00 02 00 00 00           .....
-L9A31:  .byte   $02,$FE,$FE,$FE,$FE,$FE,$FE,$00 ; 9A31 02 FE FE FE FE FE FE 00  ........
-        .byte   $00,$00,$02,$02,$02,$02,$02,$02 ; 9A39 00 00 02 02 02 02 02 02  ........
-        .byte   $02,$02,$02,$02,$02,$02,$00,$00 ; 9A41 02 02 02 02 02 02 00 00  ........
-        .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; 9A49 00 00 00 00 00 00 00 00  ........
-        .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; 9A51 00 00 00 00 00 00 00 00  ........
-        .byte   $00,$00,$00                     ; 9A59 00 00 00                 ...
+; 1-indexed...
+jump_delta_y_table_minus_one:
+        .byte   $02                             ; 9A31 02                       .
+; used by continue_jump, amount of Y movement per frame ($FE is -2, or 2 scanlines up, $02 is 2 scanlines down)
+jump_delta_y_table:
+        .byte   $FE,$FE,$FE,$FE,$FE,$FE,$00,$00 ; 9A32 FE FE FE FE FE FE 00 00  ........
+        .byte   $00,$02,$02,$02,$02,$02,$02,$02 ; 9A3A 00 02 02 02 02 02 02 02  ........
+        .byte   $02,$02,$02,$02,$02,$00         ; 9A42 02 02 02 02 02 00        ......
+zero_filler_9a48:
+        .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; 9A48 00 00 00 00 00 00 00 00  ........
+        .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; 9A50 00 00 00 00 00 00 00 00  ........
+        .byte   $00,$00,$00,$00                 ; 9A58 00 00 00 00              ....
 ; ----------------------------------------------------------------------------
 init_page_7:
         ldy     #$00                            ; 9A5C A0 00                    ..
@@ -4176,11 +4207,11 @@
 level00_offs_30:
         .byte   $00,$00                         ; A01E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level00_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level00_sub_bomb:
         .addr   L06E6                           ; A020 E6 06                    ..
-; $06E6 for some levels, or else a ROM subroutine
-level00_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level00_sub_start:
         .addr   L06E6                           ; A022 E6 06                    ..
 ; always $9740 aka game_main_loop
 level00_sub6:
@@ -4211,16 +4242,16 @@
 ; ----------------------------------------------------------------------------
 ; a subroutine
 level01_sub0:
-        .addr   LA4DD                           ; A042 DD A4                    ..
+        .addr   electrocution_done              ; A042 DD A4                    ..
 ; a subroutine
 level01_sub1:
-        .addr   LA509                           ; A044 09 A5                    ..
+        .addr   electrocute                     ; A044 09 A5                    ..
 ; a subroutine
 level01_sub2:
         .addr   L0000                           ; A046 00 00                    ..
 ; a subroutine
 level01_sub3:
-        .addr   LA53D                           ; A048 3D A5                    =.
+        .addr   level02_collisions              ; A048 3D A5                    =.
 ; ----------------------------------------------------------------------------
 ; number of bombs to pick up on this level
 level01_num_bombs:
@@ -4269,11 +4300,11 @@
 level01_offs_30:
         .byte   $00,$00                         ; A05E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level01_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level01_sub_bomb:
         .addr   LA498                           ; A060 98 A4                    ..
-; $06E6 for some levels, or else a ROM subroutine
-level01_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level01_sub_start:
         .addr   L8036                           ; A062 36 80                    6.
 ; always $9740 aka game_main_loop
 level01_sub6:
@@ -4362,11 +4393,11 @@
 level02_offs_30:
         .byte   $00,$00                         ; A09E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level02_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level02_sub_bomb:
         .addr   L06E6                           ; A0A0 E6 06                    ..
-; $06E6 for some levels, or else a ROM subroutine
-level02_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level02_sub_start:
         .addr   LA68C                           ; A0A2 8C A6                    ..
 ; always $9740 aka game_main_loop
 level02_sub6:
@@ -4455,11 +4486,11 @@
 level03_offs_30:
         .byte   $00,$00                         ; A0DE 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level03_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level03_sub_bomb:
         .addr   L06E6                           ; A0E0 E6 06                    ..
-; $06E6 for some levels, or else a ROM subroutine
-level03_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level03_sub_start:
         .addr   L8036                           ; A0E2 36 80                    6.
 ; always $9740 aka game_main_loop
 level03_sub6:
@@ -4548,11 +4579,11 @@
 level04_offs_30:
         .byte   $00,$00                         ; A11E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level04_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level04_sub_bomb:
         .addr   L06E6                           ; A120 E6 06                    ..
-; $06E6 for some levels, or else a ROM subroutine
-level04_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level04_sub_start:
         .addr   L06E6                           ; A122 E6 06                    ..
 ; always $9740 aka game_main_loop
 level04_sub6:
@@ -4641,11 +4672,11 @@
 level05_offs_30:
         .byte   $00,$00                         ; A15E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level05_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level05_sub_bomb:
         .addr   LAA73                           ; A160 73 AA                    s.
-; $06E6 for some levels, or else a ROM subroutine
-level05_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level05_sub_start:
         .addr   LA9C6                           ; A162 C6 A9                    ..
 ; always $9740 aka game_main_loop
 level05_sub6:
@@ -4734,11 +4765,11 @@
 level06_offs_30:
         .byte   $00,$00                         ; A19E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level06_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level06_sub_bomb:
         .addr   L06E6                           ; A1A0 E6 06                    ..
-; $06E6 for some levels, or else a ROM subroutine
-level06_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level06_sub_start:
         .addr   L8036                           ; A1A2 36 80                    6.
 ; always $9740 aka game_main_loop
 level06_sub6:
@@ -4827,18 +4858,18 @@
 level07_offs_30:
         .byte   $00,$00                         ; A1DE 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level07_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level07_sub_bomb:
         .addr   LAF23                           ; A1E0 23 AF                    #.
-; $06E6 for some levels, or else a ROM subroutine
-level07_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level07_sub_start:
         .addr   LAE9B                           ; A1E2 9B AE                    ..
 ; always $9740 aka game_main_loop
 level07_sub6:
         .addr   game_main_loop                  ; A1E4 40 97                    @.
 ; called at end of level (all bombs picked up). $06E6 for all but level07
 level07_sub_eol:
-        .addr   LAF58                           ; A1E6 58 AF                    X.
+        .addr   level07_letters                 ; A1E6 58 AF                    X.
 ; ----------------------------------------------------------------------------
 ; all zeroes
 level07_offs_40:
@@ -4920,11 +4951,11 @@
 level08_offs_30:
         .byte   $00,$00                         ; A21E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level08_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level08_sub_bomb:
         .addr   LB121                           ; A220 21 B1                    !.
-; $06E6 for some levels, or else a ROM subroutine
-level08_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level08_sub_start:
         .addr   LB0C4                           ; A222 C4 B0                    ..
 ; always $9740 aka game_main_loop
 level08_sub6:
@@ -5013,11 +5044,11 @@
 level09_offs_30:
         .byte   $00,$00                         ; A25E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level09_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level09_sub_bomb:
         .addr   LB2FD                           ; A260 FD B2                    ..
-; $06E6 for some levels, or else a ROM subroutine
-level09_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level09_sub_start:
         .addr   L8036                           ; A262 36 80                    6.
 ; always $9740 aka game_main_loop
 level09_sub6:
@@ -5106,11 +5137,11 @@
 level10_offs_30:
         .byte   $00,$00                         ; A29E 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level10_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level10_sub_bomb:
         .addr   LB44C                           ; A2A0 4C B4                    L.
-; $06E6 for some levels, or else a ROM subroutine
-level10_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level10_sub_start:
         .addr   L8036                           ; A2A2 36 80                    6.
 ; always $9740 aka game_main_loop
 level10_sub6:
@@ -5199,11 +5230,11 @@
 level11_offs_30:
         .byte   $00,$00                         ; A2DE 00 00                    ..
 ; ----------------------------------------------------------------------------
-; $06E6 for most levels, or else a ROM subroutine
-level11_sub4:
+; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine
+level11_sub_bomb:
         .addr   L06E6                           ; A2E0 E6 06                    ..
-; $06E6 for some levels, or else a ROM subroutine
-level11_sub5:
+; called at start of level, $06E6 for some levels, or else a ROM subroutine
+level11_sub_start:
         .addr   L8036                           ; A2E2 36 80                    6.
 ; always $9740 aka game_main_loop
 level11_sub6:
@@ -5316,7 +5347,9 @@
         rts                                     ; A4DC 60                       `
 
 ; ----------------------------------------------------------------------------
-LA4DD:  lda     $0623                           ; A4DD AD 23 06                 .#.
+; turn off electrocution effect (?)
+electrocution_done:
+        lda     $0623                           ; A4DD AD 23 06                 .#.
         bne     LA4FF                           ; A4E0 D0 1D                    ..
         lda     $0621                           ; A4E2 AD 21 06                 .!.
         bne     LA4E8                           ; A4E5 D0 01                    ..
@@ -5342,7 +5375,9 @@
         rts                                     ; A508 60                       `
 
 ; ----------------------------------------------------------------------------
-LA509:  ldx     $0770                           ; A509 AE 70 07                 .p.
+; electrocution effect
+electrocute:
+        ldx     $0770                           ; A509 AE 70 07                 .p.
         bne     LA50F                           ; A50C D0 01                    ..
         rts                                     ; A50E 60                       `
 
@@ -5357,16 +5392,17 @@
         lda     #$A5                            ; A522 A9 A5                    ..
         sta     sfx_slot_timer                  ; A524 8D 3F 06                 .?.
         lda     #$01                            ; A527 A9 01                    ..
-        jsr     L8003                           ; A529 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; A529 20 03 80                  ..
         rts                                     ; A52C 60                       `
 
 ; ----------------------------------------------------------------------------
-; dunno, referenced by routine at $A50F
-sfx_a52d:
+sfx_electrocution:
         .byte   $01,$81,$00,$0A,$02,$01,$81,$00 ; A52D 01 81 00 0A 02 01 81 00  ........
         .byte   $32,$02,$01,$81,$00,$1E,$02,$00 ; A535 32 02 01 81 00 1E 02 00  2.......
 ; ----------------------------------------------------------------------------
-LA53D:  lda     #$00                            ; A53D A9 00                    ..
+; skip a couple of the collision regs, so we don't register a collision when Jumpman is being electrocuted
+level02_collisions:
+        lda     #$00                            ; A53D A9 00                    ..
         jmp     L8F79                           ; A53F 4C 79 8F                 Ly.
 
 ; ----------------------------------------------------------------------------
@@ -5623,7 +5659,7 @@
         lda     #$A9                            ; A892 A9 A9                    ..
         sta     sfx_slot_timer                  ; A894 8D 3F 06                 .?.
         lda     #$03                            ; A897 A9 03                    ..
-        jsr     L8003                           ; A899 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; A899 20 03 80                  ..
         pla                                     ; A89C 68                       h
         tax                                     ; A89D AA                       .
 LA89E:  lda     $0763,x                         ; A89E BD 63 07                 .c.
@@ -6002,7 +6038,9 @@
         .byte   $60                             ; AEA3 60                       `
 LAEA4:  .byte   $18,$08,$38,$20,$00,$48,$30,$18 ; AEA4 18 08 38 20 00 48 30 18  ..8 .H0.
         .byte   $28,$10,$10                     ; AEAC 28 10 10                 (..
-LAEAF:  .byte   $40,$29,$21,$11,$19,$11,$09,$01 ; AEAF 40 29 21 11 19 11 09 01  @)!.....
+; letters for level07, spellbound (not ASCII or screencodes though)
+epyx_jumpman:
+        .byte   $40,$29,$21,$11,$19,$11,$09,$01 ; AEAF 40 29 21 11 19 11 09 01  @)!.....
         .byte   $49,$41,$39,$19,$31             ; AEB7 49 41 39 19 31           IA9.1
 LAEBC:  .byte   $03,$03,$03,$03,$03,$C3,$C3,$7E ; AEBC 03 03 03 03 03 C3 C3 7E  .......~
         .byte   $C3,$C3,$C3,$C3,$C3,$C3,$C3,$7E ; AEC4 C3 C3 C3 C3 C3 C3 C3 7E  .......~
@@ -6062,12 +6100,16 @@
         rts                                     ; AF57 60                       `
 
 ; ----------------------------------------------------------------------------
-LAF58:  lda     work_level_num_bombs            ; AF58 AD 8A 07                 ...
-        beq     LAF5E                           ; AF5B F0 01                    ..
+; called at end of Spellbound, adds up letter bonus
+level07_letters:
+        lda     work_level_num_bombs            ; AF58 AD 8A 07                 ...
+        beq     l07_got_all                     ; AF5B F0 01                    ..
         rts                                     ; AF5D 60                       `
 
 ; ----------------------------------------------------------------------------
-LAF5E:  lda     #$09                            ; AF5E A9 09                    ..
+; got all the bombs
+l07_got_all:
+        lda     #$09                            ; AF5E A9 09                    ..
         sta     player_speed                    ; AF60 8D 24 06                 .$.
         lda     #$00                            ; AF63 A9 00                    ..
         sta     playing_level                   ; AF65 8D 27 06                 .'.
@@ -6078,8 +6120,8 @@
         adc     #$0A                            ; AF71 69 0A                    i.
         sta     $0770                           ; AF73 8D 70 07                 .p.
         lda     $0772,x                         ; AF76 BD 72 07                 .r.
-        cmp     LAEAF,x                         ; AF79 DD AF AE                 ...
-        beq     LAF96                           ; AF7C F0 18                    ..
+        cmp     epyx_jumpman,x                  ; AF79 DD AF AE                 ...
+        beq     bonus_250_pts                   ; AF7C F0 18                    ..
         lda     #$00                            ; AF7E A9 00                    ..
         sta     $0681                           ; AF80 8D 81 06                 ...
         jmp     LAF92                           ; AF83 4C 92 AF                 L..
@@ -6095,7 +6137,9 @@
         rts                                     ; AF95 60                       `
 
 ; ----------------------------------------------------------------------------
-LAF96:  lda     $0770                           ; AF96 AD 70 07                 .p.
+; per letter
+bonus_250_pts:
+        lda     $0770                           ; AF96 AD 70 07                 .p.
         sta     $0686                           ; AF99 8D 86 06                 ...
         lda     #$86                            ; AF9C A9 86                    ..
         sta     $0681                           ; AF9E 8D 81 06                 ...
@@ -6109,7 +6153,9 @@
         inc     score+2                         ; AFB1 EE 02 07                 ...
 LAFB4:  txa                                     ; AFB4 8A                       .
         pha                                     ; AFB5 48                       H
-        jsr     L800C                           ; AFB6 20 0C 80                  ..
+        jsr     update_score_display_jv         ; AFB6 20 0C 80                  ..
+; play sfx_letter_bonus
+cue_letter_sfx:
         lda     #$CB                            ; AFB9 A9 CB                    ..
         sta     sfx_ptr                         ; AFBB 8D 3C 06                 .<.
         lda     #$AF                            ; AFBE A9 AF                    ..
@@ -6120,8 +6166,8 @@
         jmp     LAF86                           ; AFC8 4C 86 AF                 L..
 
 ; ----------------------------------------------------------------------------
-; referenced by routine at $AF96
-sfx_afcb:
+; played once per correct letter at end of level07 (spellbound)
+sfx_letter_bonus:
         .byte   $01,$A5,$00,$18,$04,$F3,$04,$00 ; AFCB 01 A5 00 18 04 F3 04 00  ........
         .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; AFD3 00 00 00 00 00 00 00 00  ........
         .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; AFDB 00 00 00 00 00 00 00 00  ........
@@ -6519,7 +6565,7 @@
         lda     #$B5                            ; B4D8 A9 B5                    ..
         sta     sfx_slot_timer                  ; B4DA 8D 3F 06                 .?.
         lda     #$03                            ; B4DD A9 03                    ..
-        jsr     L8003                           ; B4DF 20 03 80                  ..
+        jsr     cue_sfx_lowprior_jv             ; B4DF 20 03 80                  ..
 LB4E2:  ldy     #$01                            ; B4E2 A0 01                    ..
         lda     $0681                           ; B4E4 AD 81 06                 ...
         cmp     $067E                           ; B4E7 CD 7E 06                 .~.
@@ -6723,15 +6769,17 @@
         .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; B7B1 00 00 00 00 00 00 00 00  ........
         .byte   $00,$00,$00,$00,$00,$00,$00     ; B7B9 00 00 00 00 00 00 00     .......
 ; ----------------------------------------------------------------------------
-LB7C0:  lda     score+2                         ; B7C0 AD 02 07                 ...
+; roll over the score if it's >= 1 million
+score_mod_1m:
+        lda     score+2                         ; B7C0 AD 02 07                 ...
         cmp     #$0F                            ; B7C3 C9 0F                    ..
-        bcc     LB7EE                           ; B7C5 90 27                    .'
+        bcc     score_below_1m                  ; B7C5 90 27                    .'
         lda     score+1                         ; B7C7 AD 01 07                 ...
         cmp     #$42                            ; B7CA C9 42                    .B
-        bcc     LB7EE                           ; B7CC 90 20                    . 
+        bcc     score_below_1m                  ; B7CC 90 20                    . 
         lda     score                           ; B7CE AD 00 07                 ...
         cmp     #$40                            ; B7D1 C9 40                    .@
-        bcc     LB7EE                           ; B7D3 90 19                    ..
+        bcc     score_below_1m                  ; B7D3 90 19                    ..
         sec                                     ; B7D5 38                       8
         lda     score                           ; B7D6 AD 00 07                 ...
         sbc     #$40                            ; B7D9 E9 40                    .@
@@ -6742,7 +6790,8 @@
         lda     score+2                         ; B7E6 AD 02 07                 ...
         sbc     #$0F                            ; B7E9 E9 0F                    ..
         sta     score+2                         ; B7EB 8D 02 07                 ...
-LB7EE:  jmp     L8668                           ; B7EE 4C 68 86                 Lh.
+score_below_1m:
+        jmp     L8668                           ; B7EE 4C 68 86                 Lh.
 
 ; ----------------------------------------------------------------------------
         brk                                     ; B7F1 00                       .
@@ -6804,7 +6853,7 @@
         lda     work_level_time_bonus+1         ; B85A AD 92 07                 ...
         adc     $A5                             ; B85D 65 A5                    e.
         sta     work_level_time_bonus+1         ; B85F 8D 92 07                 ...
-        jsr     L800C                           ; B862 20 0C 80                  ..
+        jsr     update_score_display_jv         ; B862 20 0C 80                  ..
         jsr     L800F                           ; B865 20 0F 80                  ..
 ; play once per life
 play_life_bonus_sfx:
@@ -7172,7 +7221,7 @@
         rts                                     ; BCCC 60                       `
 
 ; ----------------------------------------------------------------------------
-; dunno, but referenced by code at $BC6A
+; dunno, but referenced by code at $BC6A (part of well_done_screen)
 code_bccd:
         lda     $062A                           ; BCCD AD 2A 06                 .*.
         sta     COLOR2                          ; BCD0 8D C6 02                 ...
@@ -7340,7 +7389,8 @@
         .byte   $20,$88,$09,$99,$20,$E6,$30,$99 ; BFAE 20 88 09 99 20 E6 30 99   ... .0.
         .byte   $20,$88,$09,$99,$20,$B6,$3A,$00 ; BFB6 20 88 09 99 20 B6 3A 00   ... .:.
 ; jumping sound
-sfx12:  .byte   $01,$A5,$00,$79,$04,$60,$04,$51 ; BFBE 01 A5 00 79 04 60 04 51  ...y.`.Q
+sfx_jump:
+        .byte   $01,$A5,$00,$79,$04,$60,$04,$51 ; BFBE 01 A5 00 79 04 60 04 51  ...y.`.Q
         .byte   $04,$3C,$04,$51,$04,$60,$04,$79 ; BFC6 04 3C 04 51 04 60 04 79  .<.Q.`.y
         .byte   $04,$00                         ; BFCE 04 00                    ..
 ; funeral march melody
diff --git a/jumpmanjr.info b/jumpmanjr.info
index 7d3ea17..f5620ed 100644
--- a/jumpmanjr.info
+++ b/jumpmanjr.info
@@ -56,9 +56,15 @@ label { name "l07_got_all"; addr $AF5E; comment "got all the bombs"; };
 label { name "bonus_250_pts"; addr $AF96; comment "per letter"; };
 label { name "epyx_jumpman"; addr $AEAF; comment "letters for level07, spellbound (not ASCII or screencodes though)"; };
 
+label { name "jump_frame"; addr $06EB; comment "0 if not jumping, or frames since start of jump (range 1 to 21)"; };
 range { name "code_99f7"; start $99F7; end $9A1B; type code; };
 range { name "data_8406"; start $8406; end $840c; type bytetable; };
-range { name "data_9a1c"; start $9a1c; end $9A5B; type bytetable; };
+range { name "jump_delta_x_table"; start $9a1c; end $9A5B; type bytetable; comment "used by continue_jump, the amount of X movement per frame of jumping (for either direction, left or right)"; };
+label { name "jump_delta_y_table"; addr $9A32; comment "used by continue_jump, amount of Y movement per frame ($FE is -2, or 2 scanlines up, $02 is 2 scanlines down)"; };
+label { name "zero_filler_9a48"; addr $9a48; };
+label { name "jump_delta_x_table_minus_one"; addr $9A1B; comment "1-indexed..."; };
+label { name "jump_delta_y_table_minus_one"; addr $9A31; comment "1-indexed..."; };
+label { name "is_jump_done"; addr $99AE; comment "$15 aka 21 frames?"; };
 range { name "gameboard_dlist_data"; start $9B62; end $9b71; type bytetable; comment "this isn't used as-is for a display list, see setup_gameboard_dlist"; };
 RANGE { NAME "cartstart_left"; START $BFFA; END $BFFB ; TYPE AddrTable; comment "main entry point, note cartstart_left and cartstart_right point to the same address"; };
 RANGE { NAME "cartstart_right"; START $9FFA; END $9FFB ; TYPE AddrTable; comment "main entry point, note cartstart_left and cartstart_right point to the same address"; };
@@ -101,7 +107,10 @@ label { name "save_collisions"; addr $8503; comment "save contents of GTIA colli
 
 label { name "check_collisions_1"; addr $8F73; size 1; comment "did any missile hit a player, or did players 2 or 3 hit a player..."; };
 label { name "check_collisions_2"; addr $981A; size 1; comment "did player 0 or 1 hit the playfield..."; };
-label { name "check_collisions_3"; addr $9832; size 1; comment "did player 0 or 1 hit the playfield..."; };
+label { name "check_collisions_3"; addr $9832; size 1; comment "movement/jumping only allowed if player's touching the playfield"; };
+label { name "mid_jump"; addr $99A8; size 1; comment "check & see if we're done jumping"; };
+label { name "continue_jump"; addr $99BD; size 1; comment "we're in mid-jump and didn't hit anything, keep going"; };
+label { name "end_jump"; addr $99B2; size 1; comment "we hit a girder/rope/ladder in mid-jump, or else the jump finished without hitting anything(?). this does not (?) include the bottom of the level"; };
 label { name "collision_save"; addr $06B0; size 16; comment "save_collisions copies GTIA collision regs $D000-$d00f here"; };
 label { name "init_next_level"; addr $9BE8; size 1; comment "..."; };
 label { name "show_get_ready_prompt"; addr $9624; size 1; comment "only in multiplayer games"; };
@@ -194,7 +203,7 @@ label { name "sfx_slot_duration"; addr $0646; size 1; };
 label { name "sfx_play_note"; addr $8206; size 1; comment "y==0, a>=4 on entry"; };
 label { name "sfx_play_rest"; addr $819E; size 1; comment "y==0 on entry"; };
 label { name "sfx_change_tempo"; addr $81AE; size 1; comment "y==0 on entry"; };
-label { name "sfx_jump"; addr $81C8; size 1; comment "I *think* this jumps to a different sfx address..."; };
+label { name "sfx_jump_opcode"; addr $81C8; size 1; comment "I *think* this jumps to a different sfx address..."; };
 label { name "sfx_slot_freq"; addr $0647; size 1; };
 
 range { name "sfx00"; start $BDF2; end $BE24; type bytetable; };
@@ -210,7 +219,7 @@ range { name "sfx08"; start $BF4A; end $BF5F; type bytetable; comment "end level
 range { name "sfx09"; start $BF60; end $BF83; type bytetable; comment "end level tune #3, melody"; };
 range { name "sfx10"; start $BF84; end $BFA5; type bytetable; comment "end level tune #4, melody"; };
 range { name "sfx11"; start $BFA6; end $BFBD; type bytetable; comment "end level tune #4, bass"; };
-range { name "sfx12"; start $BFBE; end $BFCF; type bytetable; comment "jumping sound"; };
+range { name "sfx_jump"; start $BFBE; end $BFCF; type bytetable; comment "jumping sound"; };
 range { name "sfx13"; start $BFD0; end $BFE9; type bytetable; comment "funeral march melody"; };
 range { name "sfx14"; start $BFEA; end $BFF9; type bytetable; comment "funeral march bass"; };
 range { name "sfx15"; start $BABC; end $BAE9; type bytetable; comment "level intro music, melody"; };
@@ -243,8 +252,12 @@ range { name "total_score_msg"; start $bdd2; end $bdf1; type bytetable; comment
 range { name "zero_filler_8588"; start $B588; end $B696; type bytetable; };
 range { name "wind_table_1"; start $B76B; end $b7bf; type bytetable; comment "used in level11"; };
 label { name "wind_table_2"; addr $b771; };
+label { name "electrocution_done"; addr $A4DD; comment "turn off electrocution effect (?)"; };
+label { name "electrocute"; addr $A509; comment "electrocution effect"; };
+label { name "level02_collisions"; addr $A53D; comment "skip a couple of the collision regs, so we don't register a collision when Jumpman is being electrocuted"; };
+label { name "start_jump"; addr $99A0; comment "start jumping, play sfx_jump"; };
 range { name "level00_map"; start $A300; end $a497; type bytetable; comment "level map data starts here"; };
-range { name "sfx_a52d"; start $A52D; end $A53C; type bytetable; comment "dunno, referenced by routine at $A50F"; };
+range { name "sfx_electrocution"; start $A52D; end $A53C; type bytetable; };
 range { name "data_table_a542"; start $A542; end $A68B; type bytetable; comment "dunno, referenced by routine at $A498"; };
 range { name "dumbwaiter_player"; start $a782; end $A826; type bytetable; comment "the dumbwaiters from level02. stored upside-down."; };
 label { name "dw_platform_player"; addr $A685; comment "horizontally moving platforms from level02"; };
@@ -302,6 +315,7 @@ label { name "cue_music_jv"; addr $8018; comment "setup to play whichever music
 label { name "cue_sfx_jv"; addr $8006; comment "setup to play sfx"; };
 label { name "cue_sfx"; addr $8255; comment "setup to play sfx at *sfx_ptr, tempo (?) A"; };
 label { name "cue_sfx_lowprior"; addr $8240; comment "if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A"; };
+label { name "cue_sfx_lowprior_jv"; addr $8003; comment "if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A"; };
 label { name "sfx_ptr"; addr $063C; size 2; };
 label { name "cue_ok"; addr $8244; size 1; };
 label { name "cue_done"; addr $8278; size 1; };
@@ -387,7 +401,7 @@ label { name "check_trigger_state"; addr $984D; size 1; comment "did user press
 label { name "trig_jmp"; addr $9852; size 1; comment "yes, jump to handler"; };
 label { name "check_up_down"; addr $9855; size 1; comment "did user move joystick up/down?"; };
 label { name "check_up_down_2"; addr $993B; size 1; comment "did user move joystick up/down?"; };
-label { name "trigger_handler"; addr $9985; size 1; comment "handle trigger presses (maybe start a jump)"; };
+label { name "trigger_handler"; addr $9985; size 1; comment "handle trigger presses, maybe start a jump, if player is moving up, left, or right"; };
 label { name "cud_jmp"; addr $9860; size 1; comment "no, jump over handler"; };
 label { name "player_delta_x"; addr $0630; size 1; comment "amount to move jumpman this frame (1 or $FF aka -1)"; };
 label { name "player_delta_y"; addr $0631; size 1; comment "amount to move jumpman this frame (1 or $FF aka -1)"; };
@@ -533,7 +547,7 @@ label { name "work_level_map2"; addr $079a; size 2; comment "map data"; };
 label { name "work_level_unkn_table1"; addr $079c; size 2; comment "unknown, pointer to a ROM table or $0000"; };
 label { name "work_level_offs_30"; addr $079e; size 2; comment "always $0000"; };
 label { name "work_level_sub_bomb"; addr $07a0; size 2; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-label { name "work_level_sub5"; addr $07a2; size 2; comment "$06E6 for some levels, or else a ROM subroutine"; };
+label { name "work_level_sub_start"; addr $07a2; size 2; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 label { name "work_level_sub6"; addr $07a4; size 2; comment "always $9740 aka game_main_loop"; };
 label { name "work_level_sub_eol"; addr $07a6; size 2; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 label { name "work_level_offs_40"; addr $07a8; size 6; comment "all zeroes"; };
@@ -562,7 +576,7 @@ label { name "cur_level_map2"; addr $07da; size 2; comment "map data"; };
 label { name "cur_level_unkn_table1"; addr $07dc; size 2; comment "unknown, pointer to a ROM table or $0000"; };
 label { name "cur_level_offs_30"; addr $07de; size 2; comment "always $0000"; };
 label { name "cur_level_sub_bomb"; addr $07e0; size 2; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-label { name "cur_level_sub5"; addr $07e2; size 2; comment "$06E6 for some levels, or else a ROM subroutine"; };
+label { name "cur_level_sub_start"; addr $07e2; size 2; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 label { name "cur_level_sub6"; addr $07e4; size 2; comment "always $9740 aka game_main_loop"; };
 label { name "cur_level_sub_eol"; addr $07e6; size 2; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 label { name "cur_level_offs_40"; addr $07e8; size 6; comment "all zeroes"; };
@@ -591,7 +605,7 @@ range { name "level00_map2"; start $a01a; end $a01b; type addrtable; comment "ma
 range { name "level00_unkn_table1"; start $a01c; end $a01d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level00_offs_30"; start $a01e; end $a01f; type bytetable; comment "always $0000"; };
 range { name "level00_sub_bomb"; start $a020; end $a021; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level00_sub5"; start $a022; end $a023; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level00_sub_start"; start $a022; end $a023; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level00_sub6"; start $a024; end $a025; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level00_sub_eol"; start $a026; end $a027; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level00_offs_40"; start $a028; end $a02d; type bytetable; comment "all zeroes"; };
@@ -620,7 +634,7 @@ range { name "level01_map2"; start $a05a; end $a05b; type addrtable; comment "ma
 range { name "level01_unkn_table1"; start $a05c; end $a05d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level01_offs_30"; start $a05e; end $a05f; type bytetable; comment "always $0000"; };
 range { name "level01_sub_bomb"; start $a060; end $a061; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level01_sub5"; start $a062; end $a063; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level01_sub_start"; start $a062; end $a063; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level01_sub6"; start $a064; end $a065; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level01_sub_eol"; start $a066; end $a067; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level01_offs_40"; start $a068; end $a06d; type bytetable; comment "all zeroes"; };
@@ -649,7 +663,7 @@ range { name "level02_map2"; start $a09a; end $a09b; type addrtable; comment "ma
 range { name "level02_unkn_table1"; start $a09c; end $a09d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level02_offs_30"; start $a09e; end $a09f; type bytetable; comment "always $0000"; };
 range { name "level02_sub_bomb"; start $a0a0; end $a0a1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level02_sub5"; start $a0a2; end $a0a3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level02_sub_start"; start $a0a2; end $a0a3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level02_sub6"; start $a0a4; end $a0a5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level02_sub_eol"; start $a0a6; end $a0a7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level02_offs_40"; start $a0a8; end $a0ad; type bytetable; comment "all zeroes"; };
@@ -678,7 +692,7 @@ range { name "level03_map2"; start $a0da; end $a0db; type addrtable; comment "ma
 range { name "level03_unkn_table1"; start $a0dc; end $a0dd; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level03_offs_30"; start $a0de; end $a0df; type bytetable; comment "always $0000"; };
 range { name "level03_sub_bomb"; start $a0e0; end $a0e1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level03_sub5"; start $a0e2; end $a0e3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level03_sub_start"; start $a0e2; end $a0e3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level03_sub6"; start $a0e4; end $a0e5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level03_sub_eol"; start $a0e6; end $a0e7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level03_offs_40"; start $a0e8; end $a0ed; type bytetable; comment "all zeroes"; };
@@ -707,7 +721,7 @@ range { name "level04_map2"; start $a11a; end $a11b; type addrtable; comment "ma
 range { name "level04_unkn_table1"; start $a11c; end $a11d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level04_offs_30"; start $a11e; end $a11f; type bytetable; comment "always $0000"; };
 range { name "level04_sub_bomb"; start $a120; end $a121; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level04_sub5"; start $a122; end $a123; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level04_sub_start"; start $a122; end $a123; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level04_sub6"; start $a124; end $a125; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level04_sub_eol"; start $a126; end $a127; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level04_offs_40"; start $a128; end $a12d; type bytetable; comment "all zeroes"; };
@@ -736,7 +750,7 @@ range { name "level05_map2"; start $a15a; end $a15b; type addrtable; comment "ma
 range { name "level05_unkn_table1"; start $a15c; end $a15d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level05_offs_30"; start $a15e; end $a15f; type bytetable; comment "always $0000"; };
 range { name "level05_sub_bomb"; start $a160; end $a161; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level05_sub5"; start $a162; end $a163; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level05_sub_start"; start $a162; end $a163; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level05_sub6"; start $a164; end $a165; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level05_sub_eol"; start $a166; end $a167; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level05_offs_40"; start $a168; end $a16d; type bytetable; comment "all zeroes"; };
@@ -765,7 +779,7 @@ range { name "level06_map2"; start $a19a; end $a19b; type addrtable; comment "ma
 range { name "level06_unkn_table1"; start $a19c; end $a19d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level06_offs_30"; start $a19e; end $a19f; type bytetable; comment "always $0000"; };
 range { name "level06_sub_bomb"; start $a1a0; end $a1a1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level06_sub5"; start $a1a2; end $a1a3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level06_sub_start"; start $a1a2; end $a1a3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level06_sub6"; start $a1a4; end $a1a5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level06_sub_eol"; start $a1a6; end $a1a7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level06_offs_40"; start $a1a8; end $a1ad; type bytetable; comment "all zeroes"; };
@@ -794,7 +808,7 @@ range { name "level07_map2"; start $a1da; end $a1db; type addrtable; comment "ma
 range { name "level07_unkn_table1"; start $a1dc; end $a1dd; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level07_offs_30"; start $a1de; end $a1df; type bytetable; comment "always $0000"; };
 range { name "level07_sub_bomb"; start $a1e0; end $a1e1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level07_sub5"; start $a1e2; end $a1e3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level07_sub_start"; start $a1e2; end $a1e3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level07_sub6"; start $a1e4; end $a1e5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level07_sub_eol"; start $a1e6; end $a1e7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level07_offs_40"; start $a1e8; end $a1ed; type bytetable; comment "all zeroes"; };
@@ -823,7 +837,7 @@ range { name "level08_map2"; start $a21a; end $a21b; type addrtable; comment "ma
 range { name "level08_unkn_table1"; start $a21c; end $a21d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level08_offs_30"; start $a21e; end $a21f; type bytetable; comment "always $0000"; };
 range { name "level08_sub_bomb"; start $a220; end $a221; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level08_sub5"; start $a222; end $a223; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level08_sub_start"; start $a222; end $a223; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level08_sub6"; start $a224; end $a225; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level08_sub_eol"; start $a226; end $a227; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level08_offs_40"; start $a228; end $a22d; type bytetable; comment "all zeroes"; };
@@ -852,7 +866,7 @@ range { name "level09_map2"; start $a25a; end $a25b; type addrtable; comment "ma
 range { name "level09_unkn_table1"; start $a25c; end $a25d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level09_offs_30"; start $a25e; end $a25f; type bytetable; comment "always $0000"; };
 range { name "level09_sub_bomb"; start $a260; end $a261; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level09_sub5"; start $a262; end $a263; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level09_sub_start"; start $a262; end $a263; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level09_sub6"; start $a264; end $a265; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level09_sub_eol"; start $a266; end $a267; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level09_offs_40"; start $a268; end $a26d; type bytetable; comment "all zeroes"; };
@@ -881,7 +895,7 @@ range { name "level10_map2"; start $a29a; end $a29b; type addrtable; comment "ma
 range { name "level10_unkn_table1"; start $a29c; end $a29d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level10_offs_30"; start $a29e; end $a29f; type bytetable; comment "always $0000"; };
 range { name "level10_sub_bomb"; start $a2a0; end $a2a1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level10_sub5"; start $a2a2; end $a2a3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level10_sub_start"; start $a2a2; end $a2a3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level10_sub6"; start $a2a4; end $a2a5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level10_sub_eol"; start $a2a6; end $a2a7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level10_offs_40"; start $a2a8; end $a2ad; type bytetable; comment "all zeroes"; };
@@ -910,7 +924,7 @@ range { name "level11_map2"; start $a2da; end $a2db; type addrtable; comment "ma
 range { name "level11_unkn_table1"; start $a2dc; end $a2dd; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level11_offs_30"; start $a2de; end $a2df; type bytetable; comment "always $0000"; };
 range { name "level11_sub_bomb"; start $a2e0; end $a2e1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level11_sub5"; start $a2e2; end $a2e3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level11_sub_start"; start $a2e2; end $a2e3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level11_sub6"; start $a2e4; end $a2e5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level11_sub_eol"; start $a2e6; end $a2e7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level11_offs_40"; start $a2e8; end $a2ed; type bytetable; comment "all zeroes"; };
diff --git a/leveldesc.info b/leveldesc.info
index 35b89a0..73d32ec 100644
--- a/leveldesc.info
+++ b/leveldesc.info
@@ -18,7 +18,7 @@ label { name "work_level_map2"; addr $079a; size 2; comment "map data"; };
 label { name "work_level_unkn_table1"; addr $079c; size 2; comment "unknown, pointer to a ROM table or $0000"; };
 label { name "work_level_offs_30"; addr $079e; size 2; comment "always $0000"; };
 label { name "work_level_sub_bomb"; addr $07a0; size 2; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-label { name "work_level_sub5"; addr $07a2; size 2; comment "$06E6 for some levels, or else a ROM subroutine"; };
+label { name "work_level_sub_start"; addr $07a2; size 2; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 label { name "work_level_sub6"; addr $07a4; size 2; comment "always $9740 aka game_main_loop"; };
 label { name "work_level_sub_eol"; addr $07a6; size 2; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 label { name "work_level_offs_40"; addr $07a8; size 6; comment "all zeroes"; };
@@ -47,7 +47,7 @@ label { name "cur_level_map2"; addr $07da; size 2; comment "map data"; };
 label { name "cur_level_unkn_table1"; addr $07dc; size 2; comment "unknown, pointer to a ROM table or $0000"; };
 label { name "cur_level_offs_30"; addr $07de; size 2; comment "always $0000"; };
 label { name "cur_level_sub_bomb"; addr $07e0; size 2; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-label { name "cur_level_sub5"; addr $07e2; size 2; comment "$06E6 for some levels, or else a ROM subroutine"; };
+label { name "cur_level_sub_start"; addr $07e2; size 2; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 label { name "cur_level_sub6"; addr $07e4; size 2; comment "always $9740 aka game_main_loop"; };
 label { name "cur_level_sub_eol"; addr $07e6; size 2; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 label { name "cur_level_offs_40"; addr $07e8; size 6; comment "all zeroes"; };
@@ -76,7 +76,7 @@ range { name "level00_map2"; start $a01a; end $a01b; type addrtable; comment "ma
 range { name "level00_unkn_table1"; start $a01c; end $a01d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level00_offs_30"; start $a01e; end $a01f; type bytetable; comment "always $0000"; };
 range { name "level00_sub_bomb"; start $a020; end $a021; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level00_sub5"; start $a022; end $a023; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level00_sub_start"; start $a022; end $a023; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level00_sub6"; start $a024; end $a025; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level00_sub_eol"; start $a026; end $a027; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level00_offs_40"; start $a028; end $a02d; type bytetable; comment "all zeroes"; };
@@ -105,7 +105,7 @@ range { name "level01_map2"; start $a05a; end $a05b; type addrtable; comment "ma
 range { name "level01_unkn_table1"; start $a05c; end $a05d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level01_offs_30"; start $a05e; end $a05f; type bytetable; comment "always $0000"; };
 range { name "level01_sub_bomb"; start $a060; end $a061; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level01_sub5"; start $a062; end $a063; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level01_sub_start"; start $a062; end $a063; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level01_sub6"; start $a064; end $a065; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level01_sub_eol"; start $a066; end $a067; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level01_offs_40"; start $a068; end $a06d; type bytetable; comment "all zeroes"; };
@@ -134,7 +134,7 @@ range { name "level02_map2"; start $a09a; end $a09b; type addrtable; comment "ma
 range { name "level02_unkn_table1"; start $a09c; end $a09d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level02_offs_30"; start $a09e; end $a09f; type bytetable; comment "always $0000"; };
 range { name "level02_sub_bomb"; start $a0a0; end $a0a1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level02_sub5"; start $a0a2; end $a0a3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level02_sub_start"; start $a0a2; end $a0a3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level02_sub6"; start $a0a4; end $a0a5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level02_sub_eol"; start $a0a6; end $a0a7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level02_offs_40"; start $a0a8; end $a0ad; type bytetable; comment "all zeroes"; };
@@ -163,7 +163,7 @@ range { name "level03_map2"; start $a0da; end $a0db; type addrtable; comment "ma
 range { name "level03_unkn_table1"; start $a0dc; end $a0dd; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level03_offs_30"; start $a0de; end $a0df; type bytetable; comment "always $0000"; };
 range { name "level03_sub_bomb"; start $a0e0; end $a0e1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level03_sub5"; start $a0e2; end $a0e3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level03_sub_start"; start $a0e2; end $a0e3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level03_sub6"; start $a0e4; end $a0e5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level03_sub_eol"; start $a0e6; end $a0e7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level03_offs_40"; start $a0e8; end $a0ed; type bytetable; comment "all zeroes"; };
@@ -192,7 +192,7 @@ range { name "level04_map2"; start $a11a; end $a11b; type addrtable; comment "ma
 range { name "level04_unkn_table1"; start $a11c; end $a11d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level04_offs_30"; start $a11e; end $a11f; type bytetable; comment "always $0000"; };
 range { name "level04_sub_bomb"; start $a120; end $a121; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level04_sub5"; start $a122; end $a123; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level04_sub_start"; start $a122; end $a123; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level04_sub6"; start $a124; end $a125; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level04_sub_eol"; start $a126; end $a127; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level04_offs_40"; start $a128; end $a12d; type bytetable; comment "all zeroes"; };
@@ -221,7 +221,7 @@ range { name "level05_map2"; start $a15a; end $a15b; type addrtable; comment "ma
 range { name "level05_unkn_table1"; start $a15c; end $a15d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level05_offs_30"; start $a15e; end $a15f; type bytetable; comment "always $0000"; };
 range { name "level05_sub_bomb"; start $a160; end $a161; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level05_sub5"; start $a162; end $a163; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level05_sub_start"; start $a162; end $a163; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level05_sub6"; start $a164; end $a165; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level05_sub_eol"; start $a166; end $a167; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level05_offs_40"; start $a168; end $a16d; type bytetable; comment "all zeroes"; };
@@ -250,7 +250,7 @@ range { name "level06_map2"; start $a19a; end $a19b; type addrtable; comment "ma
 range { name "level06_unkn_table1"; start $a19c; end $a19d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level06_offs_30"; start $a19e; end $a19f; type bytetable; comment "always $0000"; };
 range { name "level06_sub_bomb"; start $a1a0; end $a1a1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level06_sub5"; start $a1a2; end $a1a3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level06_sub_start"; start $a1a2; end $a1a3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level06_sub6"; start $a1a4; end $a1a5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level06_sub_eol"; start $a1a6; end $a1a7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level06_offs_40"; start $a1a8; end $a1ad; type bytetable; comment "all zeroes"; };
@@ -279,7 +279,7 @@ range { name "level07_map2"; start $a1da; end $a1db; type addrtable; comment "ma
 range { name "level07_unkn_table1"; start $a1dc; end $a1dd; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level07_offs_30"; start $a1de; end $a1df; type bytetable; comment "always $0000"; };
 range { name "level07_sub_bomb"; start $a1e0; end $a1e1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level07_sub5"; start $a1e2; end $a1e3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level07_sub_start"; start $a1e2; end $a1e3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level07_sub6"; start $a1e4; end $a1e5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level07_sub_eol"; start $a1e6; end $a1e7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level07_offs_40"; start $a1e8; end $a1ed; type bytetable; comment "all zeroes"; };
@@ -308,7 +308,7 @@ range { name "level08_map2"; start $a21a; end $a21b; type addrtable; comment "ma
 range { name "level08_unkn_table1"; start $a21c; end $a21d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level08_offs_30"; start $a21e; end $a21f; type bytetable; comment "always $0000"; };
 range { name "level08_sub_bomb"; start $a220; end $a221; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level08_sub5"; start $a222; end $a223; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level08_sub_start"; start $a222; end $a223; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level08_sub6"; start $a224; end $a225; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level08_sub_eol"; start $a226; end $a227; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level08_offs_40"; start $a228; end $a22d; type bytetable; comment "all zeroes"; };
@@ -337,7 +337,7 @@ range { name "level09_map2"; start $a25a; end $a25b; type addrtable; comment "ma
 range { name "level09_unkn_table1"; start $a25c; end $a25d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level09_offs_30"; start $a25e; end $a25f; type bytetable; comment "always $0000"; };
 range { name "level09_sub_bomb"; start $a260; end $a261; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level09_sub5"; start $a262; end $a263; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level09_sub_start"; start $a262; end $a263; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level09_sub6"; start $a264; end $a265; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level09_sub_eol"; start $a266; end $a267; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level09_offs_40"; start $a268; end $a26d; type bytetable; comment "all zeroes"; };
@@ -366,7 +366,7 @@ range { name "level10_map2"; start $a29a; end $a29b; type addrtable; comment "ma
 range { name "level10_unkn_table1"; start $a29c; end $a29d; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level10_offs_30"; start $a29e; end $a29f; type bytetable; comment "always $0000"; };
 range { name "level10_sub_bomb"; start $a2a0; end $a2a1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level10_sub5"; start $a2a2; end $a2a3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level10_sub_start"; start $a2a2; end $a2a3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level10_sub6"; start $a2a4; end $a2a5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level10_sub_eol"; start $a2a6; end $a2a7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level10_offs_40"; start $a2a8; end $a2ad; type bytetable; comment "all zeroes"; };
@@ -395,7 +395,7 @@ range { name "level11_map2"; start $a2da; end $a2db; type addrtable; comment "ma
 range { name "level11_unkn_table1"; start $a2dc; end $a2dd; type addrtable; comment "unknown, pointer to a ROM table or $0000"; };
 range { name "level11_offs_30"; start $a2de; end $a2df; type bytetable; comment "always $0000"; };
 range { name "level11_sub_bomb"; start $a2e0; end $a2e1; type addrtable; comment "called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine"; };
-range { name "level11_sub5"; start $a2e2; end $a2e3; type addrtable; comment "$06E6 for some levels, or else a ROM subroutine"; };
+range { name "level11_sub_start"; start $a2e2; end $a2e3; type addrtable; comment "called at start of level, $06E6 for some levels, or else a ROM subroutine"; };
 range { name "level11_sub6"; start $a2e4; end $a2e5; type addrtable; comment "always $9740 aka game_main_loop"; };
 range { name "level11_sub_eol"; start $a2e6; end $a2e7; type addrtable; comment "called at end of level (all bombs picked up). $06E6 for all but level07"; };
 range { name "level11_offs_40"; start $a2e8; end $a2ed; type bytetable; comment "all zeroes"; };
diff --git a/main.info b/main.info
index d0c5d06..24ea3c6 100644
--- a/main.info
+++ b/main.info
@@ -54,9 +54,15 @@ label { name "l07_got_all"; addr $AF5E; comment "got all the bombs"; };
 label { name "bonus_250_pts"; addr $AF96; comment "per letter"; };
 label { name "epyx_jumpman"; addr $AEAF; comment "letters for level07, spellbound (not ASCII or screencodes though)"; };
 
+label { name "jump_frame"; addr $06EB; comment "0 if not jumping, or frames since start of jump (range 1 to 21)"; };
 range { name "code_99f7"; start $99F7; end $9A1B; type code; };
 range { name "data_8406"; start $8406; end $840c; type bytetable; };
-range { name "data_9a1c"; start $9a1c; end $9A5B; type bytetable; };
+range { name "jump_delta_x_table"; start $9a1c; end $9A5B; type bytetable; comment "used by continue_jump, the amount of X movement per frame of jumping (for either direction, left or right)"; };
+label { name "jump_delta_y_table"; addr $9A32; comment "used by continue_jump, amount of Y movement per frame ($FE is -2, or 2 scanlines up, $02 is 2 scanlines down)"; };
+label { name "zero_filler_9a48"; addr $9a48; };
+label { name "jump_delta_x_table_minus_one"; addr $9A1B; comment "1-indexed..."; };
+label { name "jump_delta_y_table_minus_one"; addr $9A31; comment "1-indexed..."; };
+label { name "is_jump_done"; addr $99AE; comment "$15 aka 21 frames?"; };
 range { name "gameboard_dlist_data"; start $9B62; end $9b71; type bytetable; comment "this isn't used as-is for a display list, see setup_gameboard_dlist"; };
 RANGE { NAME "cartstart_left"; START $BFFA; END $BFFB ; TYPE AddrTable; comment "main entry point, note cartstart_left and cartstart_right point to the same address"; };
 RANGE { NAME "cartstart_right"; START $9FFA; END $9FFB ; TYPE AddrTable; comment "main entry point, note cartstart_left and cartstart_right point to the same address"; };
@@ -99,7 +105,10 @@ label { name "save_collisions"; addr $8503; comment "save contents of GTIA colli
 
 label { name "check_collisions_1"; addr $8F73; size 1; comment "did any missile hit a player, or did players 2 or 3 hit a player..."; };
 label { name "check_collisions_2"; addr $981A; size 1; comment "did player 0 or 1 hit the playfield..."; };
-label { name "check_collisions_3"; addr $9832; size 1; comment "did player 0 or 1 hit the playfield..."; };
+label { name "check_collisions_3"; addr $9832; size 1; comment "movement/jumping only allowed if player's touching the playfield"; };
+label { name "mid_jump"; addr $99A8; size 1; comment "check & see if we're done jumping"; };
+label { name "continue_jump"; addr $99BD; size 1; comment "we're in mid-jump and didn't hit anything, keep going"; };
+label { name "end_jump"; addr $99B2; size 1; comment "we hit a girder/rope/ladder in mid-jump, or else the jump finished without hitting anything(?). this does not (?) include the bottom of the level"; };
 label { name "collision_save"; addr $06B0; size 16; comment "save_collisions copies GTIA collision regs $D000-$d00f here"; };
 label { name "init_next_level"; addr $9BE8; size 1; comment "..."; };
 label { name "show_get_ready_prompt"; addr $9624; size 1; comment "only in multiplayer games"; };
@@ -192,7 +201,7 @@ label { name "sfx_slot_duration"; addr $0646; size 1; };
 label { name "sfx_play_note"; addr $8206; size 1; comment "y==0, a>=4 on entry"; };
 label { name "sfx_play_rest"; addr $819E; size 1; comment "y==0 on entry"; };
 label { name "sfx_change_tempo"; addr $81AE; size 1; comment "y==0 on entry"; };
-label { name "sfx_jump"; addr $81C8; size 1; comment "I *think* this jumps to a different sfx address..."; };
+label { name "sfx_jump_opcode"; addr $81C8; size 1; comment "I *think* this jumps to a different sfx address..."; };
 label { name "sfx_slot_freq"; addr $0647; size 1; };
 
 range { name "sfx00"; start $BDF2; end $BE24; type bytetable; };
@@ -208,7 +217,7 @@ range { name "sfx08"; start $BF4A; end $BF5F; type bytetable; comment "end level
 range { name "sfx09"; start $BF60; end $BF83; type bytetable; comment "end level tune #3, melody"; };
 range { name "sfx10"; start $BF84; end $BFA5; type bytetable; comment "end level tune #4, melody"; };
 range { name "sfx11"; start $BFA6; end $BFBD; type bytetable; comment "end level tune #4, bass"; };
-range { name "sfx12"; start $BFBE; end $BFCF; type bytetable; comment "jumping sound"; };
+range { name "sfx_jump"; start $BFBE; end $BFCF; type bytetable; comment "jumping sound"; };
 range { name "sfx13"; start $BFD0; end $BFE9; type bytetable; comment "funeral march melody"; };
 range { name "sfx14"; start $BFEA; end $BFF9; type bytetable; comment "funeral march bass"; };
 range { name "sfx15"; start $BABC; end $BAE9; type bytetable; comment "level intro music, melody"; };
@@ -241,8 +250,12 @@ range { name "total_score_msg"; start $bdd2; end $bdf1; type bytetable; comment
 range { name "zero_filler_8588"; start $B588; end $B696; type bytetable; };
 range { name "wind_table_1"; start $B76B; end $b7bf; type bytetable; comment "used in level11"; };
 label { name "wind_table_2"; addr $b771; };
+label { name "electrocution_done"; addr $A4DD; comment "turn off electrocution effect (?)"; };
+label { name "electrocute"; addr $A509; comment "electrocution effect"; };
+label { name "level02_collisions"; addr $A53D; comment "skip a couple of the collision regs, so we don't register a collision when Jumpman is being electrocuted"; };
+label { name "start_jump"; addr $99A0; comment "start jumping, play sfx_jump"; };
 range { name "level00_map"; start $A300; end $a497; type bytetable; comment "level map data starts here"; };
-range { name "sfx_a52d"; start $A52D; end $A53C; type bytetable; comment "dunno, referenced by routine at $A50F"; };
+range { name "sfx_electrocution"; start $A52D; end $A53C; type bytetable; };
 range { name "data_table_a542"; start $A542; end $A68B; type bytetable; comment "dunno, referenced by routine at $A498"; };
 range { name "dumbwaiter_player"; start $a782; end $A826; type bytetable; comment "the dumbwaiters from level02. stored upside-down."; };
 label { name "dw_platform_player"; addr $A685; comment "horizontally moving platforms from level02"; };
@@ -300,6 +313,7 @@ label { name "cue_music_jv"; addr $8018; comment "setup to play whichever music
 label { name "cue_sfx_jv"; addr $8006; comment "setup to play sfx"; };
 label { name "cue_sfx"; addr $8255; comment "setup to play sfx at *sfx_ptr, tempo (?) A"; };
 label { name "cue_sfx_lowprior"; addr $8240; comment "if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A"; };
+label { name "cue_sfx_lowprior_jv"; addr $8003; comment "if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A"; };
 label { name "sfx_ptr"; addr $063C; size 2; };
 label { name "cue_ok"; addr $8244; size 1; };
 label { name "cue_done"; addr $8278; size 1; };
@@ -385,7 +399,7 @@ label { name "check_trigger_state"; addr $984D; size 1; comment "did user press
 label { name "trig_jmp"; addr $9852; size 1; comment "yes, jump to handler"; };
 label { name "check_up_down"; addr $9855; size 1; comment "did user move joystick up/down?"; };
 label { name "check_up_down_2"; addr $993B; size 1; comment "did user move joystick up/down?"; };
-label { name "trigger_handler"; addr $9985; size 1; comment "handle trigger presses (maybe start a jump)"; };
+label { name "trigger_handler"; addr $9985; size 1; comment "handle trigger presses, maybe start a jump, if player is moving up, left, or right"; };
 label { name "cud_jmp"; addr $9860; size 1; comment "no, jump over handler"; };
 label { name "player_delta_x"; addr $0630; size 1; comment "amount to move jumpman this frame (1 or $FF aka -1)"; };
 label { name "player_delta_y"; addr $0631; size 1; comment "amount to move jumpman this frame (1 or $FF aka -1)"; };
diff --git a/mklevelinfo.pl b/mklevelinfo.pl
index e94c6fa..376651f 100644
--- a/mklevelinfo.pl
+++ b/mklevelinfo.pl
@@ -21,7 +21,7 @@
 	28 => [ 2, 'unkn_table1', 'unknown, pointer to a ROM table or $0000' ],
 	30 => [ 2, 'offs', 'always $0000' ],
 	32 => [ 2, 'sub_bomb', 'called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine' ],
-	34 => [ 2, 'sub5', '$06E6 for some levels, or else a ROM subroutine' ],
+	34 => [ 2, 'sub_start', 'called at start of level, $06E6 for some levels, or else a ROM subroutine' ],
 	36 => [ 2, 'sub6', 'always $9740 aka game_main_loop' ],
 	38 => [ 2, 'sub_eol', 'called at end of level (all bombs picked up). $06E6 for all but level07' ],
 	40 => [ 6, 'offs', 'all zeroes' ],
-- 
cgit v1.2.3