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PJBoy authored and github-actions[bot] committed Jan 7, 2025
1 parent e19e293 commit cc9c6c6
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5 changes: 3 additions & 2 deletions Bank $80.asm
Original file line number Diff line number Diff line change
Expand Up @@ -1293,7 +1293,7 @@ $80:8684 8D 00 21 STA $2100 ;} Disable forced blank
$80:8687 A9 00 LDA #$00 ;\
$80:8689 8D 0B 21 STA $210B ;} BG1 tiles base address = $0000
$80:868C A9 40 LDA #$40 ;\
$80:868E 8D 07 21 STA $2107 ;} BG1 tilemap base address = $4000
$80:868E 8D 07 21 STA $2107 ;} BG1 tilemap base address = $4000, size = 32x32

$80:8691 80 FE BRA $FE [$8691] ; Crash

Expand Down Expand Up @@ -1380,7 +1380,7 @@ $80:874E 8D 00 21 STA $2100 [$82:2100] ;} Disable forced blank
$80:8751 A9 00 LDA #$00 ;\
$80:8753 8D 0B 21 STA $210B [$82:210B] ;} BG1 tiles base address = $0000
$80:8756 A9 40 LDA #$40 ;\
$80:8758 8D 07 21 STA $2107 [$82:2107] ;} BG1 tilemap base address = $4000
$80:8758 8D 07 21 STA $2107 [$82:2107] ;} BG1 tilemap base address = $4000, size = 32x32

$80:875B 80 FE BRA $FE [$875B] ; Crash
}
Expand Down Expand Up @@ -1413,6 +1413,7 @@ $80:8791 60 RTS

;;; $8792: Initialise PPU registers ;;;
{
; These BG/sprites addresses aren't used, $8B:8000 (set up PPU for title sequence) overwrites them
$80:8792 A9 8F LDA #$8F ;\
$80:8794 8D 00 21 STA $2100 ;} Enable forced blank
$80:8797 85 51 STA $51 [$7E:0051] ;/
Expand Down
44 changes: 25 additions & 19 deletions Bank $82.asm
Original file line number Diff line number Diff line change
Expand Up @@ -970,7 +970,7 @@ $82:8924 60 RTS
}


;;; $8925: Demo room code - landing site: BG2 tilemap base address = $4800, BG2 tilemap size = 32x64 ;;;
;;; $8925: Demo room code - landing site: BG2 tilemap size = 32x64 ;;;
{
$82:8925 A9 4A 00 LDA #$004A
$82:8928 85 59 STA $59 [$7E:0059]
Expand Down Expand Up @@ -3992,7 +3992,7 @@ $82:A1A3 2C A6 09 BIT $09A6 [$7E:09A6] ;} If [equipped beams] & [$C04C + [Y
$82:A1A6 D0 0D BNE $0D [$A1B5] ;/
$82:A1A8 A9 00 0C LDA #$0C00 ;\
$82:A1AB 85 12 STA $12 [$7E:0012] ;|
$82:A1AD A9 0A 00 LDA #$000A ;} Set Ah bytes of [$00] to palette 6
$82:A1AD A9 0A 00 LDA #$000A ;} Set Ah bytes of [$00] to palette 3
$82:A1B0 85 16 STA $16 [$7E:0016] ;|
$82:A1B2 20 9D A2 JSR $A29D [$82:A29D] ;/

Expand Down Expand Up @@ -4047,7 +4047,7 @@ $82:A20F 2C A2 09 BIT $09A2 [$7E:09A2] ;} If [equipped items] & [$C056 + [Y
$82:A212 D0 0D BNE $0D [$A221] ;/
$82:A214 A9 00 0C LDA #$0C00 ;\
$82:A217 85 12 STA $12 [$7E:0012] ;|
$82:A219 A9 12 00 LDA #$0012 ;} Set 12h bytes of [$00] to palette 6
$82:A219 A9 12 00 LDA #$0012 ;} Set 12h bytes of [$00] to palette 3
$82:A21C 85 16 STA $16 [$7E:0016] ;|
$82:A21E 20 9D A2 JSR $A29D [$82:A29D] ;/

Expand Down Expand Up @@ -4084,7 +4084,7 @@ $82:A260 2C A2 09 BIT $09A2 [$7E:09A2] ;} If [equipped items] & [$C062 + [Y
$82:A263 D0 0D BNE $0D [$A272] ;/
$82:A265 A9 00 0C LDA #$0C00 ;\
$82:A268 85 12 STA $12 [$7E:0012] ;|
$82:A26A A9 12 00 LDA #$0012 ;} Set 12h bytes of [$00] to palette 6
$82:A26A A9 12 00 LDA #$0012 ;} Set 12h bytes of [$00] to palette 3
$82:A26D 85 16 STA $16 [$7E:0016] ;|
$82:A26F 20 9D A2 JSR $A29D [$82:A29D] ;/

Expand Down Expand Up @@ -4127,12 +4127,12 @@ $82:A29C 60 RTS
}


;;; $A29D: Set the palette bits of [$16] bytes of $7E:[$00] to [$12] ;;;
;;; $A29D: Set tile palettes of [$16] bytes of $7E:[$00] to [$12] ;;;
{
;; Parameters:
;; $00: Tilemap address
;; $12: Palette bits
;; $16: Number of bytes
;; $12: Palette index (multiple of 400h)
;; $16: Size (multiple of 2)
$82:A29D 08 PHP
$82:A29E 5A PHY
$82:A29F E2 20 SEP #$20
Expand Down Expand Up @@ -5892,10 +5892,10 @@ $82:B0B1 85 00 STA $00 [$7E:0000] ;} $00 = $3D08 (plasma)

; BRANCH_MERGE
$82:B0B3 A9 00 0C LDA #$0C00 ;\
$82:B0B6 85 12 STA $12 [$7E:0012] ;} $12 = C00h (palette 6)
$82:B0B6 85 12 STA $12 [$7E:0012] ;} $12 = C00h (palette 3)
$82:B0B8 A9 0A 00 LDA #$000A ;\
$82:B0BB 85 16 STA $16 [$7E:0016] ;} $16 = Ah
$82:B0BD 20 9D A2 JSR $A29D [$82:A29D] ; Set the palette bits of [$16] bytes of $7E:[$00] to [$12]
$82:B0BD 20 9D A2 JSR $A29D [$82:A29D] ; Set tile palettes of [$16] bytes of $7E:[$00] to [$12]

$82:B0C0 28 PLP
$82:B0C1 60 RTS
Expand Down Expand Up @@ -6704,10 +6704,10 @@ $82:B5D2 B9 00 00 LDA $0000,y[$7E:09A6] ;} [Y] &= ~[[X]] (unequip)
$82:B5D5 25 12 AND $12 [$7E:0012] ;|
$82:B5D7 99 00 00 STA $0000,y[$7E:09A6] ;/
$82:B5DA A9 00 0C LDA #$0C00 ;\
$82:B5DD 85 12 STA $12 [$7E:0012] ;} $12 = C00h (palette 6)
$82:B5DD 85 12 STA $12 [$7E:0012] ;} $12 = C00h (palette 3)
$82:B5DF A5 18 LDA $18 [$7E:0018] ;\
$82:B5E1 85 16 STA $16 [$7E:0016] ;} $16 = [$18]
$82:B5E3 20 9D A2 JSR $A29D [$82:A29D] ; Set the palette bits of [$16] bytes of [$00] to [$12]
$82:B5E3 20 9D A2 JSR $A29D [$82:A29D] ; Set tile palettes of [$16] bytes of [$00] to [$12]

$82:B5E6 28 PLP
$82:B5E7 60 RTS
Expand Down Expand Up @@ -11252,23 +11252,26 @@ $82:E8EA 6B RTL

;;; $E8EB: Spawn door closing PLM ;;;
{
; PLM room argument is garbage then
; If no coloured doorcap is present, spawns:
; 0 <= [door direction] < 4: Nothing
; 4 <= [door direction] < 8: Blue door closing
; 8 <= [door direction] < Ch: Gate that closes during escape in room after Mother Brain
$82:E8EB 08 PHP
$82:E8EC 8B PHB
$82:E8ED C2 30 REP #$30
$82:E8EF F4 00 8F PEA $8F00 ;\
$82:E8F2 AB PLB ;} DB = $8F
$82:E8F3 AB PLB ;/
$82:E8F4 20 1C E9 JSR $E91C [$82:E91C] ; Check if coloured doorcap was spawned, switch door PLM instruction lists if so
$82:E8F7 B0 20 BCS $20 [$E919] ; If coloured doorcap was spawned: return
$82:E8F4 20 1C E9 JSR $E91C [$82:E91C] ; Set closing PLM instruction list if coloured doorcap is present
$82:E8F7 B0 20 BCS $20 [$E919] ; If coloured doorcap is present: return
$82:E8F9 AD 91 07 LDA $0791 [$7E:0791] ;\
$82:E8FC 0A ASL A ;|
$82:E8FD 18 CLC ;|
$82:E8FE 69 8A E6 ADC #$E68A ;} $12 = [$E68A + [door direction] * 2] (PLM ID)
$82:E8FE 69 8A E6 ADC #$E68A ;} A = [$E68A + [door direction] * 2] (PLM ID)
$82:E901 AA TAX ;|
$82:E902 BD 00 00 LDA $0000,x[$8F:E68A] ;/
$82:E905 F0 12 BEQ $12 [$E919] ; If [$12] = 0 (door has no cap): return
$82:E907 85 12 STA $12 [$7E:0012]
$82:E905 F0 12 BEQ $12 [$E919] ; If [A] = 0 (door has no cap): return
$82:E907 85 12 STA $12 [$7E:0012] ; $12 = (PLM ID)
$82:E909 AE 8D 07 LDX $078D [$7E:078D] ;\
$82:E90C BF 04 00 83 LDA $830004,x[$83:891A];} $14 = [$83:0000 + [door pointer] + 4] (X and Y positions)
$82:E910 85 14 STA $14 [$7E:0014] ;/
Expand All @@ -11281,8 +11284,11 @@ $82:E91B 60 RTS
}


;;; $E91C: Check if coloured doorcap was spawned, switch door PLM instruction lists if so ;;;
;;; $E91C: Set closing PLM instruction list if coloured doorcap is present ;;;
{
;; Returns:
;; Carry: Set if coloured doorcap is present, clear otherwise

; Disables IRQ during multiplication calculation, which is good practice seeing as interrupt handler can write to those registers,
; although this is the only piece of code in the game that does that
$82:E91C AE 8D 07 LDX $078D [$7E:078D] ; X = [door pointer]
Expand Down Expand Up @@ -11910,7 +11916,7 @@ $82:ED27 60 RTS
;;; $ED28: Set game options menu tile palettes ;;;
{
;; Parameters:
;; A: Palette index (multiple of 200h)
;; A: Palette index (multiple of 400h)
;; X: Tilemap index (multiple of 2)
;; Y: Size (multiple of 2)
$82:ED28 08 PHP
Expand Down
8 changes: 4 additions & 4 deletions Bank $84.asm
Original file line number Diff line number Diff line change
Expand Up @@ -9669,10 +9669,10 @@ $84:C88A dw C7B1,C318,C301 ; Door. Red door facing left
$84:C890 dw C7B1,C37A,C363 ; Door. Red door facing right
$84:C896 dw C7B1,C3DC,C3C5 ; Door. Red door facing up
$84:C89C dw C7B1,C43E,C427 ; Door. Red door facing down
$84:C8A2 dw C7BB,C489,C49E ; Door. shot/bombed/grappled reaction, shootable, BTS 40h. Blue facing left
$84:C8A8 dw C7BB,C4BA,C4CF ; Door. shot/bombed/grappled reaction, shootable, BTS 41h. Blue facing right
$84:C8AE dw C7BB,C4EB,C500 ; Door. shot/bombed/grappled reaction, shootable, BTS 42h. Blue facing up
$84:C8B4 dw C7BB,C51C,C531 ; Door. shot/bombed/grappled reaction, shootable, BTS 43h. Blue facing down
$84:C8A2 dw C7BB,C489,C49E ; Door. Shot/bombed/grappled reaction, shootable, BTS 40h. Blue facing left
$84:C8A8 dw C7BB,C4BA,C4CF ; Door. Shot/bombed/grappled reaction, shootable, BTS 41h. Blue facing right
$84:C8AE dw C7BB,C4EB,C500 ; Door. Shot/bombed/grappled reaction, shootable, BTS 42h. Blue facing up
$84:C8B4 dw C7BB,C51C,C531 ; Door. Shot/bombed/grappled reaction, shootable, BTS 43h. Blue facing down
$84:C8BA dw B3C1,C49E ; Blue door closing facing left
$84:C8BE dw B3C1,C4CF ; Blue door closing facing right
$84:C8C2 dw B3C1,C500 ; Blue door closing facing up
Expand Down
2 changes: 1 addition & 1 deletion Bank $85.asm
Original file line number Diff line number Diff line change
Expand Up @@ -206,7 +206,7 @@ $85:81B5 C2 20 REP #$20
$85:81B7 A9 80 58 LDA #$5880 ;\
$85:81BA 8D 16 21 STA $2116 ;|
$85:81BD AD 39 21 LDA $2139 ;|
$85:81C0 A9 81 39 LDA #$3981 ;| (8-bit transfer looks wrong, bug?)
$85:81C0 A9 81 39 LDA #$3981 ;| (8-bit transfer looks wrong, bug? TODO)
$85:81C3 8D 10 43 STA $4310 ;|
$85:81C6 A9 00 41 LDA #$4100 ;|
$85:81C9 8D 12 43 STA $4312 ;|
Expand Down
4 changes: 2 additions & 2 deletions Bank $88.asm
Original file line number Diff line number Diff line change
Expand Up @@ -5624,7 +5624,7 @@ $88:C3F0 dx 8655,88, ; HDMA table bank = $88
;;; $C3FF: FX type 6: water ;;;
{
$88:C3FF A9 28 C4 LDA #$C428 ;\
$88:C402 8D 6C 19 STA $196C [$7E:196C] ;} FX rising function = $C428
$88:C402 8D 6C 19 STA $196C [$7E:196C] ;} FX rising function = $C428 (normal)
$88:C405 AD 78 19 LDA $1978 [$7E:1978] ;\
$88:C408 8D 5E 19 STA $195E [$7E:195E] ;} FX Y position = [FX base Y position]
$88:C40B 22 35 84 88 JSL $888435[$88:8435] ;\
Expand Down Expand Up @@ -6647,7 +6647,7 @@ $88:DBA4 A9 4A LDA #$4A ;\
$88:DBA6 85 59 STA $59 [$7E:0059] ;} BG2 tilemap base address = $4800, size = 32x64
$88:DBA8 C2 20 REP #$20
$88:DBAA A9 28 C4 LDA #$C428 ;\
$88:DBAD 8D 6C 19 STA $196C [$7E:196C] ;} FX rising function = $C428
$88:DBAD 8D 6C 19 STA $196C [$7E:196C] ;} FX rising function = $C428 (normal)
$88:DBB0 AD 78 19 LDA $1978 [$7E:1978] ;\
$88:DBB3 8D 5E 19 STA $195E [$7E:195E] ;} FX Y position = [FX base Y position]
$88:DBB6 22 35 84 88 JSL $888435[$88:8435] ;\
Expand Down
6 changes: 3 additions & 3 deletions Bank $8B.asm
Original file line number Diff line number Diff line change
Expand Up @@ -317,7 +317,7 @@ $8B:82C3 64 5C STZ $5C [$7E:005C] ;\
$8B:82C5 9C 0A 21 STZ $210A ;} BG4 tilemap base address = $0000, size = 32x32
$8B:82C8 64 5D STZ $5D [$7E:005D] ;\
$8B:82CA 9C 0B 21 STZ $210B ;|
$8B:82CD 64 5E STZ $5E [$7E:005E] ;} BG tiles base address = $0000
$8B:82CD 64 5E STZ $5E [$7E:005E] ;} BG tiles base addresses = $0000
$8B:82CF 9C 0C 21 STZ $210C ;/
$8B:82D2 A9 11 LDA #$11 ;\
$8B:82D4 8D 2C 21 STA $212C ;} Main screen layers = BG1/sprites
Expand Down Expand Up @@ -11669,7 +11669,7 @@ $8B:DBE7 85 75 STA $75 [$7E:0075] ;} Colour math subscreen backdrop co
$8B:DBE9 A9 9F LDA #$9F ;|
$8B:DBEB 85 76 STA $76 [$7E:0076] ;/
$8B:DBED A9 00 LDA #$00 ;\
$8B:DBEF 85 58 STA $58 [$7E:0058] ;} BG1 tilemap base address = $0000, size = 32x32
$8B:DBEF 85 58 STA $58 [$7E:0058] ;} BG1 tilemap base address = $0000
$8B:DBF1 A9 00 LDA #$00 ;\
$8B:DBF3 85 5D STA $5D [$7E:005D] ;} BG1/2 tiles base address = $0000
$8B:DBF5 C2 20 REP #$20
Expand Down Expand Up @@ -12490,7 +12490,7 @@ $8B:E355 85 55 STA $55 [$7E:0055] ;} BG mode = 7
$8B:E357 A9 80 LDA #$80 ;\
$8B:E359 85 5F STA $5F [$7E:005F] ;} Set mode 7 BG map overflowing tiles as transparent, no screen flip
$8B:E35B A9 00 LDA #$00 ;\
$8B:E35D 85 58 STA $58 [$7E:0058] ;} BG1 tilemap base address = $0000, size = 32x32
$8B:E35D 85 58 STA $58 [$7E:0058] ;} BG1 tilemap base address = $0000
$8B:E35F 64 5D STZ $5D [$7E:005D] ; BG1/2 tiles base address = $0000
$8B:E361 C2 20 REP #$20
$8B:E363 A9 9D DB LDA #$DB9D ;\
Expand Down
2 changes: 1 addition & 1 deletion Bank $8D.asm
Original file line number Diff line number Diff line change
Expand Up @@ -809,7 +809,7 @@ $8D:A7C2 dx 0002, C3F8,F8,3A7C, C3F8,00,3A7E
$8D:A7CE dx 0003, C3F8,F8,3A7C, C3F8,00,3A7E, C3F8,08,3A9A
$8D:A7DF dx 0004, C3F8,F8,3A7C, C3F8,00,3A7E, C3F8,08,3A9A, C3F8,10,3A9C

$8D:A7F5 dx C3F8,C0,3A9C ; Weird
$8D:A7F5 dx C3F8,C0,3A9C ; Unused spritemap entry

; Enemy projectile $D920 (n00b tube released air bubbles)
$8D:A7FA dx 0007, 01FD,F2,3A43, 01FF,F3,3A43, 01FA,F4,3A43, 01FA,F9,3A43, C3F8,F8,3A7E, C3F8,00,3A9A, C3F8,08,3A9C
Expand Down
2 changes: 1 addition & 1 deletion Bank $95..$99.asm
Original file line number Diff line number Diff line change
Expand Up @@ -409,7 +409,7 @@ $95:D089 db 03, 7E, 7E, FF, C3, 44, FF, 99, 00, 81, 44, FF, 99, 00,

;;; $95:D713: Tiles - font 2 ;;;
{
; Decompressed to $7F:A000..B1FF around $8B:A549, and then loaded via $8B:8D23 to the $7E:4000..45FF tilemap (and transferred to VRAM $4180..447F or $4C00..4FFF???)
; Decompressed to $7F:A000..B1FF around $8B:A549, and then loaded via $8B:8D23 to the $7E:4000..45FF tilemap (and transferred to VRAM $4180..447F)
; 2bpp, Japanese text

; |--------|--------|--------|--------|--------|--------|--------|--------|--------|--------|--------|--------|--------|--------|--------|--------|
Expand Down

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