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PJBoy authored and github-actions[bot] committed Oct 23, 2023
1 parent 5a91ee9 commit 31b6d73
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8 changes: 4 additions & 4 deletions Bank $8B.asm
Original file line number Diff line number Diff line change
Expand Up @@ -6131,8 +6131,8 @@ $8B:AF47 A9 C9 E6 LDA #$E6C9 ;\
$8B:AF4A 8D 42 0A STA $0A42 [$7E:0A42] ;} $0A42 = $E6C9 (demo)
$8B:AF4D A9 33 E8 LDA #$E833 ;\
$8B:AF50 8D 44 0A STA $0A44 [$7E:0A44] ;} $0A44 = $E833 (intro demo)
$8B:AF53 22 70 83 91 JSL $918370[$91:8370] ; Execute $91:8370
$8B:AF57 22 4E 83 91 JSL $91834E[$91:834E] ; Execute $91:834E
$8B:AF53 22 70 83 91 JSL $918370[$91:8370] ; Clear demo input RAM
$8B:AF57 22 4E 83 91 JSL $91834E[$91:834E] ; Enable demo input
$8B:AF5B A0 84 87 LDY #$8784 ; Y = $8784
$8B:AF5E 22 95 83 91 JSL $918395[$91:8395] ; Execute $91:8395
$8B:AF62 A9 FF FF LDA #$FFFF ;\
Expand Down Expand Up @@ -6206,8 +6206,8 @@ $8B:AFF4 A9 C9 E6 LDA #$E6C9 ;\
$8B:AFF7 8D 42 0A STA $0A42 [$7E:0A42] ;} $0A42 = $E6C9 (demo)
$8B:AFFA A9 33 E8 LDA #$E833 ;\
$8B:AFFD 8D 44 0A STA $0A44 [$7E:0A44] ;} $0A44 = $E833 (intro demo)
$8B:B000 22 70 83 91 JSL $918370[$91:8370] ; Execute $91:8370
$8B:B004 22 4E 83 91 JSL $91834E[$91:834E] ; Execute $91:834E
$8B:B000 22 70 83 91 JSL $918370[$91:8370] ; Clear demo input RAM
$8B:B004 22 4E 83 91 JSL $91834E[$91:834E] ; Enable demo input
$8B:B008 A0 7E 87 LDY #$877E ; Y = $877E
$8B:B00B 22 95 83 91 JSL $918395[$91:8395] ; Execute $91:8395
$8B:B00F A9 01 00 LDA #$0001 ;\
Expand Down
76 changes: 38 additions & 38 deletions Bank $90.asm
Original file line number Diff line number Diff line change
Expand Up @@ -3122,13 +3122,13 @@ $90:932D 29 FF 00 AND #$00FF ;|
$90:9330 C9 04 00 CMP #$0004 ;} If facing right:
$90:9333 F0 08 BEQ $08 [$933D] ;/
$90:9335 A9 09 00 LDA #$0009 ;\
$90:9338 8D 28 0A STA $0A28 [$7E:0A28] ;} Moving right - not aiming
$90:9338 8D 28 0A STA $0A28 [$7E:0A28] ;} $0A28 = moving right - not aiming
$90:933B 80 06 BRA $06 [$9343]

$90:933D A9 0A 00 LDA #$000A ;\ Else (facing left):
$90:9340 8D 28 0A STA $0A28 [$7E:0A28] ;} Moving left - not aiming
$90:9340 8D 28 0A STA $0A28 [$7E:0A28] ;} $0A28 = moving left - not aiming

$90:9343 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:9343 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change

$90:9346 28 PLP
$90:9347 60 RTS
Expand Down Expand Up @@ -3246,7 +3246,7 @@ $90:9408 22 F0 A8 A0 JSL $A0A8F0[$A0:A8F0] ; Samus / solid enemy collision dete
$90:940C 8D D0 0D STA $0DD0 [$7E:0DD0] ; $0DD0 = FFFFh if collision detected, 0 otherwise
$90:940F AA TAX ;\
$90:9410 F0 08 BEQ $08 [$941A] ;} If collision detected:
$90:9412 20 06 E6 JSR $E606 [$90:E606] ; Set Samus solid collision result - upwards movement
$90:9412 20 06 E6 JSR $E606 [$90:E606] ; Set Samus solid vertical collision result - upwards movement
$90:9415 20 8D 98 JSR $988D [$90:988D] ; Move Samus up by [$12].[$14], no collision detection
$90:9418 28 PLP
$90:9419 60 RTS ; Return
Expand All @@ -3266,7 +3266,7 @@ $90:9431 A5 14 LDA $14 [$7E:0014] ;\
$90:9433 8D B4 0D STA $0DB4 [$7E:0DB4] ;|
$90:9436 A5 12 LDA $12 [$7E:0012] ;} Distance Samus moved up = [$12].[$14]
$90:9438 8D B2 0D STA $0DB2 [$7E:0DB2] ;/
$90:943B 20 06 E6 JSR $E606 [$90:E606] ; Set Samus solid collision result - upwards movement
$90:943B 20 06 E6 JSR $E606 [$90:E606] ; Set Samus solid vertical collision result - upwards movement
$90:943E 28 PLP
$90:943F 60 RTS
}
Expand All @@ -3282,7 +3282,7 @@ $90:9449 22 F0 A8 A0 JSL $A0A8F0[$A0:A8F0] ; Samus / solid enemy collision dete
$90:944D 8D D0 0D STA $0DD0 [$7E:0DD0] ; $0DD0 = FFFFh if collision detected, 0 otherwise
$90:9450 AA TAX ;\
$90:9451 F0 08 BEQ $08 [$945B] ;} If collision detected:
$90:9453 20 1B E6 JSR $E61B [$90:E61B] ; Set Samus solid collision result - downwards movement
$90:9453 20 1B E6 JSR $E61B [$90:E61B] ; Set Samus solid vertical collision result - downwards movement
$90:9456 20 71 98 JSR $9871 [$90:9871] ; Move Samus down by [$12].[$14], no collision detection
$90:9459 28 PLP
$90:945A 60 RTS ; Return
Expand All @@ -3292,7 +3292,7 @@ $90:945F A5 14 LDA $14 [$7E:0014] ;\
$90:9461 8D B8 0D STA $0DB8 [$7E:0DB8] ;|
$90:9464 A5 12 LDA $12 [$7E:0012] ;} Distance Samus moved down = [$12].[$14]
$90:9466 8D B6 0D STA $0DB6 [$7E:0DB6] ;/
$90:9469 20 1B E6 JSR $E61B [$90:E61B] ; Set Samus solid collision result - downwards movement
$90:9469 20 1B E6 JSR $E61B [$90:E61B] ; Set Samus solid vertical collision result - downwards movement
$90:946C 28 PLP
$90:946D 60 RTS
}
Expand Down Expand Up @@ -3335,7 +3335,7 @@ $90:94B9 20 A9 8E JSR $8EA9 [$90:8EA9] ; Move Samus horizontally

$90:94BC 20 E2 90 JSR $90E2 [$90:90E2] ; Samus Y movement - with speed calculations
$90:94BF AD C6 0D LDA $0DC6 [$7E:0DC6] ;\
$90:94C2 F0 06 BEQ $06 [$94CA] ;} If [Samus solid collision result] != no change:
$90:94C2 F0 06 BEQ $06 [$94CA] ;} If [Samus solid vertical collision result] != no change:
$90:94C4 A9 37 A3 LDA #$A337 ;\
$90:94C7 8D 58 0A STA $0A58 [$7E:0A58] ;} Samus movement handler = $A337 (normal)

Expand Down Expand Up @@ -4727,7 +4727,7 @@ $90:9E57 A5 12 LDA $12 [$7E:0012] ;\
$90:9E59 C9 08 00 CMP #$0008 ;} If (collision distance) >= 8: go to return carry clear
$90:9E5C 10 2A BPL $2A [$9E88] ;/
$90:9E5E A9 05 00 LDA #$0005 ;\
$90:9E61 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid collision result = wall jump triggered
$90:9E61 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid vertical collision result = wall jump triggered
$90:9E64 A5 16 LDA $16 [$7E:0016] ;\
$90:9E66 8D 1C 0E STA $0E1C [$7E:0E1C] ;} Enemy index to shake = [$16]
$90:9E69 28 PLP
Expand All @@ -4745,7 +4745,7 @@ $90:9E78 A5 12 LDA $12 [$7E:0012] ;\
$90:9E7A C9 08 00 CMP #$0008 ;} If (collision distance) >= 8: go to return carry clear
$90:9E7D 10 09 BPL $09 [$9E88] ;/
$90:9E7F A9 05 00 LDA #$0005 ;\
$90:9E82 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid collision result = wall jump triggered
$90:9E82 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid vertical collision result = wall jump triggered
$90:9E85 28 PLP
$90:9E86 38 SEC ;\
$90:9E87 60 RTS ;} Return carry set
Expand Down Expand Up @@ -4951,7 +4951,7 @@ $90:A1DD dw 0000,C000,0000,0000,0000,4000, ; 0: Standing
{
$90:A32D 08 PHP
$90:A32E C2 30 REP #$30
$90:A330 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A330 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A333 28 PLP
$90:A334 60 RTS
}
Expand Down Expand Up @@ -5030,7 +5030,7 @@ $90:A3A0 85 12 STA $12 [$7E:0012] ;|
$90:A3A2 64 14 STZ $14 [$7E:0014] ;} Move Samus down by 1.0, no solid enemy collision
$90:A3A4 22 63 97 94 JSL $949763[$94:9763] ;/

$90:A3A8 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A3A8 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A3AB 80 36 BRA $36 [$A3E3] ; Return

; BRANCH_NOT_FACING_FORWARD
Expand Down Expand Up @@ -5349,7 +5349,7 @@ $90:A5FB 60 RTS
{
$90:A5FC 08 PHP
$90:A5FD C2 30 REP #$30
$90:A5FF 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A5FF 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A602 20 3F 92 JSR $923F [$90:923F] ; Samus Y movement - no speed calculations
$90:A605 28 PLP
$90:A606 60 RTS
Expand All @@ -5360,7 +5360,7 @@ $90:A606 60 RTS
{
$90:A607 08 PHP
$90:A608 C2 30 REP #$30
$90:A60A 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A60A 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A60D 28 PLP
$90:A60E 60 RTS
}
Expand All @@ -5370,7 +5370,7 @@ $90:A60E 60 RTS
{
$90:A60F 08 PHP
$90:A610 C2 30 REP #$30
$90:A612 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A612 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A615 28 PLP
$90:A616 60 RTS
}
Expand Down Expand Up @@ -5407,14 +5407,14 @@ $90:A63D 20 3F 92 JSR $923F [$90:923F] ; Samus Y movement - no speed calcul

; BRANCH_NO_Y_MOVEMENT
$90:A640 AD C6 0D LDA $0DC6 [$7E:0DC6] ;\
$90:A643 C9 01 04 CMP #$0401 ;} If [Samus solid collision result] = landed and [Samus downwards movement solid collision result] = no change:
$90:A643 C9 01 04 CMP #$0401 ;} If [Samus solid vertical collision result] = landed and [Samus downwards movement solid collision result] = no change:
$90:A646 D0 0C BNE $0C [$A654] ;/
$90:A648 9C 2C 0B STZ $0B2C [$7E:0B2C] ;\
$90:A64B 9C 2E 0B STZ $0B2E [$7E:0B2E] ;} Samus Y speed = 0.0
$90:A64E 9C 36 0B STZ $0B36 [$7E:0B36] ; Samus Y direction = none
$90:A651 9C 20 0B STZ $0B20 [$7E:0B20] ; $0B20 = 0

$90:A654 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A654 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A657 28 PLP
$90:A658 60 RTS

Expand Down Expand Up @@ -5457,7 +5457,7 @@ $90:A682 20 3F 92 JSR $923F [$90:923F] ; Samus Y movement - no speed calcul
$90:A685 22 53 DE 91 JSL $91DE53[$91:DE53] ; Cancel speed boosting
$90:A689 9C 42 0B STZ $0B42 [$7E:0B42] ;\
$90:A68C 9C 44 0B STZ $0B44 [$7E:0B44] ;} Samus X extra run speed = 0.0
$90:A68F 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A68F 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A692 28 PLP
$90:A693 60 RTS
}
Expand Down Expand Up @@ -5608,9 +5608,9 @@ $90:A77F 60 RTS
$90:A780 08 PHP
$90:A781 C2 30 REP #$30
$90:A783 AD C6 0D LDA $0DC6 [$7E:0DC6] ;\
$90:A786 C9 05 00 CMP #$0005 ;} If [Samus solid collision result] != wall jump triggered:
$90:A786 C9 05 00 CMP #$0005 ;} If [Samus solid vertical collision result] != wall jump triggered:
$90:A789 F0 03 BEQ $03 [$A78E] ;/
$90:A78B 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A78B 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change

$90:A78E 28 PLP
$90:A78F 60 RTS
Expand All @@ -5629,7 +5629,7 @@ $90:A79B 20 3F 92 JSR $923F [$90:923F] ; Samus Y movement - no speed calcul
$90:A79E 22 53 DE 91 JSL $91DE53[$91:DE53] ; Cancel speed boosting
$90:A7A2 9C 42 0B STZ $0B42 [$7E:0B42] ;\
$90:A7A5 9C 44 0B STZ $0B44 [$7E:0B44] ;} Samus X extra run speed = 0.0
$90:A7A8 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A7A8 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A7AB 28 PLP
$90:A7AC 60 RTS
}
Expand All @@ -5648,7 +5648,7 @@ $90:A7B8 20 3F 92 JSR $923F [$90:923F] ; Samus Y movement - no speed calcul
$90:A7BB 22 53 DE 91 JSL $91DE53[$91:DE53] ; Cancel speed boosting
$90:A7BF 9C 42 0B STZ $0B42 [$7E:0B42] ;\
$90:A7C2 9C 44 0B STZ $0B44 [$7E:0B44] ;} Samus X extra run speed = 0.0
$90:A7C5 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A7C5 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A7C8 28 PLP
$90:A7C9 60 RTS
}
Expand All @@ -5668,7 +5668,7 @@ $90:A7D1 60 RTS
{
$90:A7D2 08 PHP
$90:A7D3 C2 30 REP #$30
$90:A7D5 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A7D5 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A7D8 28 PLP
$90:A7D9 60 RTS
}
Expand All @@ -5678,7 +5678,7 @@ $90:A7D9 60 RTS
{
$90:A7DA 08 PHP
$90:A7DB C2 30 REP #$30
$90:A7DD 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:A7DD 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:A7E0 28 PLP
$90:A7E1 60 RTS
}
Expand Down Expand Up @@ -13254,7 +13254,7 @@ $90:DF38 AD 52 0A LDA $0A52 [$7E:0A52] ;\
$90:DF3B 0A ASL A ;|
$90:DF3C AA TAX ;} Execute [$DF44 + [knockback direction] * 2]
$90:DF3D FC 44 DF JSR ($DF44,x)[$90:DF53];/
$90:DF40 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:DF40 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:DF43 60 RTS

$90:DF44 dw DF50, ; 0: Crashes
Expand Down Expand Up @@ -13428,7 +13428,7 @@ $90:E024 60 RTS ;} Return carry clear
$90:E025 20 2C 9A JSR $9A2C [$90:9A2C] ; Make Samus bomb jump
$90:E028 A9 32 E0 LDA #$E032 ;\
$90:E02B 8D 58 0A STA $0A58 [$7E:0A58] ;} Samus movement handler = $E032 (bomb jump - main)
$90:E02E 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:E02E 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:E031 60 RTS
}

Expand Down Expand Up @@ -13695,7 +13695,7 @@ $90:E1DE AD 62 0A LDA $0A62 [$7E:0A62] ;\
$90:E1E1 0A ASL A ;|
$90:E1E2 AA TAX ;} Execute [$E1F7 + [Samus push direction] * 2]
$90:E1E3 FC F7 E1 JSR ($E1F7,x)[$90:E1FD];/
$90:E1E6 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:E1E6 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:E1E9 22 E7 9D 80 JSL $809DE7[$80:9DE7] ; Process timer
$90:E1ED AD 43 09 LDA $0943 [$7E:0943] ;\
$90:E1F0 F0 04 BEQ $04 [$E1F6] ;} If [timer status] != inactive:
Expand Down Expand Up @@ -14338,39 +14338,39 @@ $90:E5F9 9C 4A 0B STZ $0B4A [$7E:0B4A] ; Samus X acceleration mode = accele
$90:E5FC 80 06 BRA $06 [$E604] ; Return

; BRANCH_NO_COLLISION
$90:E5FE 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = no change
$90:E5FE 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = no change
$90:E601 9C CE 0D STZ $0DCE [$7E:0DCE] ; Samus X speed killed flag = 0

$90:E604 28 PLP
$90:E605 60 RTS
}


;;; $E606: Set Samus solid collision result - upwards movement ;;;
;;; $E606: Set Samus solid vertical collision result - upwards movement ;;;
{
$90:E606 08 PHP
$90:E607 C2 30 REP #$30
$90:E609 AD D0 0D LDA $0DD0 [$7E:0DD0] ;\
$90:E60C F0 08 BEQ $08 [$E616] ;} If collision detected:
$90:E60E A9 04 00 LDA #$0004 ;\
$90:E611 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid collision result = hit ceiling
$90:E611 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid vertical collision result = hit ceiling
$90:E614 80 03 BRA $03 [$E619] ; Return

$90:E616 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid collision result = hit ceiling
$90:E616 9C C6 0D STZ $0DC6 [$7E:0DC6] ; Samus solid vertical collision result = hit ceiling

$90:E619 28 PLP
$90:E61A 60 RTS
}


;;; $E61B: Set Samus solid collision result - downwards movement ;;;
;;; $E61B: Set Samus solid vertical collision result - downwards movement ;;;
{
$90:E61B 08 PHP
$90:E61C C2 30 REP #$30
$90:E61E AD D0 0D LDA $0DD0 [$7E:0DD0] ;\
$90:E621 F0 16 BEQ $16 [$E639] ;} If collision detected:
$90:E623 A9 01 00 LDA #$0001 ;\
$90:E626 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid collision result = landed
$90:E626 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid vertical collision result = landed
$90:E629 E2 30 SEP #$30 ;\
$90:E62B AD 1F 0A LDA $0A1F [$7E:0A1F] ;|
$90:E62E AA TAX ;|
Expand All @@ -14381,10 +14381,10 @@ $90:E637 80 1F BRA $1F [$E658] ; Return

$90:E639 AD C6 0D LDA $0DC6 [$7E:0DC6] ;\
$90:E63C 29 FF 00 AND #$00FF ;|
$90:E63F C9 05 00 CMP #$0005 ;} If [Samus solid collision result] != wall jump triggered:
$90:E63F C9 05 00 CMP #$0005 ;} If [Samus solid vertical collision result] != wall jump triggered:
$90:E642 F0 14 BEQ $14 [$E658] ;/
$90:E644 A9 02 00 LDA #$0002 ;\
$90:E647 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid collision result = falling
$90:E647 8D C6 0D STA $0DC6 [$7E:0DC6] ;} Samus solid vertical collision result = falling
$90:E64A E2 30 SEP #$30 ;\
$90:E64C AD 1F 0A LDA $0A1F [$7E:0A1F] ;|
$90:E64F AA TAX ;|
Expand Down Expand Up @@ -14566,7 +14566,7 @@ $90:E734 22 1B A9 90 JSL $90A91B[$90:A91B] ; Update mini-map
$90:E738 20 97 E0 JSR $E097 [$90:E097] ; Timer / Samus hack handler
$90:E73B 20 00 80 JSR $8000 [$90:8000] ; Animate Samus
$90:E73E 20 E9 DD JSR $DDE9 [$90:DDE9] ; Samus is hit interruption
$90:E741 22 B6 E8 91 JSL $91E8B6[$91:E8B6] ; Set prospective Samus pose according to solid collision result
$90:E741 22 B6 E8 91 JSL $91E8B6[$91:E8B6] ; Set prospective Samus pose according to solid vertical collision result
$90:E745 22 88 EB 91 JSL $91EB88[$91:EB88] ; Execute $91:EB88
$90:E749 22 F7 D6 91 JSL $91D6F7[$91:D6F7] ; Handle Samus palette
$90:E74D 20 CE E9 JSR $E9CE [$90:E9CE] ; Handle periodic damage to Samus
Expand Down Expand Up @@ -14673,7 +14673,7 @@ $90:E7FE 20 4B E9 JSR $E94B [$90:E94B] ; Execute Samus movement handler
$90:E801 22 1B A9 90 JSL $90A91B[$90:A91B] ; Update mini-map
$90:E805 20 00 80 JSR $8000 [$90:8000] ; Animate Samus
$90:E808 20 E9 DD JSR $DDE9 [$90:DDE9] ; Samus is hit interruption
$90:E80B 22 B6 E8 91 JSL $91E8B6[$91:E8B6] ; Set prospective Samus pose according to solid collision result
$90:E80B 22 B6 E8 91 JSL $91E8B6[$91:E8B6] ; Set prospective Samus pose according to solid vertical collision result
$90:E80F 22 88 EB 91 JSL $91EB88[$91:EB88] ; Execute $91:EB88
$90:E813 22 F7 D6 91 JSL $91D6F7[$91:D6F7] ; Handle Samus palette
$90:E817 20 2F F5 JSR $F52F [$90:F52F] ; Debug command handler
Expand Down Expand Up @@ -14702,7 +14702,7 @@ $90:E839 9C 6E 0A STZ $0A6E [$7E:0A6E] ; Samus contact damage index = norma
$90:E83C 20 4B E9 JSR $E94B [$90:E94B] ; Execute Samus movement handler
$90:E83F 20 00 80 JSR $8000 [$90:8000] ; Animate Samus
$90:E842 20 E9 DD JSR $DDE9 [$90:DDE9] ; Samus is hit interruption
$90:E845 22 B6 E8 91 JSL $91E8B6[$91:E8B6] ; Set prospective Samus pose according to solid collision result
$90:E845 22 B6 E8 91 JSL $91E8B6[$91:E8B6] ; Set prospective Samus pose according to solid vertical collision result
$90:E849 22 88 EB 91 JSL $91EB88[$91:EB88] ; Execute $91:EB88
$90:E84D 22 F7 D6 91 JSL $91D6F7[$91:D6F7] ; Handle Samus palette
$90:E851 AD 14 0A LDA $0A14 [$7E:0A14] ;\
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