-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathbank5.s
7104 lines (6470 loc) · 231 KB
/
bank5.s
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
.include "globals.inc"
/*
MEGAMAN 1 BANK 5 ROM MAP
This bank's disassembly is based on Rockman (J)
*/
.segment "BANK5"
inc_bank_part 5, 0, $1000
Reset2:
/* 15000: A2 FF */ LDX #$ff ; Reinitialize stack pointer. Clean start!
/* 15002: 9A */ TXS
; Wait two frames
/* 15003: A2 01 */ LDX #$01
; --
L15005: ; -
/* 15005: AD 02 20 */ LDA $2002
/* 15008: 10 FB */ BPL L15005 ; - ; $9005
L1500A: ; -
/* 1500A: AD 02 20 */ LDA $2002
/* 1500D: 30 FB */ BMI L1500A ; - ; $900A
/* 1500F: CA */ DEX
/* 15010: 10 F3 */ BPL L15005 ; -- ; $9005
/* 15012: 9A */ TXS
; Clear zeropage RAM (can be optimized down)
/* 15013: A9 00 */ LDA #$00
/* 15015: A0 00 */ LDY #$00
L15017: ; -
/* 15017: 99 00 00 */ STA $0000,Y
/* 1501A: C8 */ INY
/* 1501B: D0 FA */ BNE L15017 ; - ; $9017
; Clear rest of CPU-RAM
/* 1501D: A9 01 */ LDA #$01
/* 1501F: 85 05 */ STA $05
L15021: ; --
/* 15021: A9 00 */ LDA #$00
L15023: ; -
/* 15023: 91 04 */ STA ($04),Y
/* 15025: C8 */ INY
/* 15026: D0 FB */ BNE L15023 ; - ; $9023
/* 15028: E6 05 */ INC $05
/* 1502A: A5 05 */ LDA $05
/* 1502C: C9 08 */ CMP #$08
/* 1502E: D0 F1 */ BNE L15021 ; -- ; $9021
/* 15030: A9 10 */ LDA #$10 ; BG chartable = $1000, SPR chartable = $0000
/* 15032: 85 FF */ STA PPU2000value
/* 15034: A9 06 */ LDA #$06 ; No clipping
/* 15036: 85 FE */ STA PPU2001value
; Game over
GameOver:
/* 15038: A5 31 */ LDA CurrentStage
/* 1503A: 85 AC */ STA FightingBossNum ;backup the stage number
; Draw title screen
/* 1503C: A9 0A */ LDA #$0A
/* 1503E: 85 31 */ STA CurrentStage
/* 15040: 20 5B C7 */ JSR WriteChr ; $C75B
; Set palette
/* 15043: 20 83 C4 */ JSR InitStagePaletteAndActives
; This also handles title screen code (wait until START pressed)
/* 15046: 20 56 F9 */ JSR DrawAtReset ; $F956
; Clear score (and something else?...)
/* 15049: A9 00 */ LDA #$00
/* 1504B: A2 07 */ LDX #$07
L1504D: ; -
/* 1504D: 95 72 */ STA Score,X
/* 1504F: CA */ DEX
/* 15050: 10 FB */ BPL L1504D ; - ; $904D
/* 15052: A9 02 */ LDA #$02
/* 15054: 85 A6 */ STA ExtraLives
/* 15056: A5 AC */ LDA FightingBossNum
/* 15058: 85 31 */ STA CurrentStage
; Set all meters to max
;
; Launch the stage selection screen
L1505A:
/* 1505A: A9 1C */ LDA #$1c
/* 1505C: A2 07 */ LDX #$07
L1505E: ; -
/* 1505E: 95 6A */ STA Meters,X
/* 15060: CA */ DEX
/* 15061: 10 FB */ BPL L1505E ; - ; $905E
/* 15063: A5 BC */ LDA IgnoreStageSelection
/* 15065: D0 03 */ BNE L1506A ; + ; $906A
/* 15067: 20 46 D8 */ JSR ExecStageSelectionScreen
L1506A: ; +
/* 1506A: A6 31 */ LDX CurrentStage
/* 1506C: E0 06 */ CPX #$06
/* 1506E: 90 05 */ BCC L15075 ; + ; $9075
; For Wily stages, the score is selected manually from this table.
/* 15070: BD 24 94 */ LDA WilyStageClearScoreTable-6,X ;table contents (from 6+): $64,$46,$C8,$C8
/* 15073: 85 3D */ STA LevelClearScoreInThousands
L15075: ; +
/* 15075: A9 00 */ LDA #$00
/* 15077: 85 AE */ STA BonusPearlCount
/* 15079: 85 AB */ STA LastRestartPointType
/* 1507B: 20 5B C7 */ JSR WriteChr ; $C75B
StageBegin:
/* 1507E: 20 83 C4 */ JSR InitStagePaletteAndActives
StageBeginFromDeath:
/* 15081: 18 */ CLC
/* 15082: A5 AB */ LDA LastRestartPointType
/* 15084: 65 31 */ ADC CurrentStage
/* 15086: 48 */ PHA
/* 15087: AA */ TAX
/* 15088: BD EB C2 */ LDA FirstScreenScreenTable,X
/* 1508B: 85 27 */ STA CurrentBeginScreen
/* 1508D: 48 */ PHA
/* 1508E: A5 AB */ LDA LastRestartPointType
/* 15090: F0 05 */ BEQ L15097 ; +
/* 15092: BD EE 93 */ LDA Label93FA-12,X
/* 15095: 85 27 */ STA CurrentBeginScreen
L15097: ; +
/* 15097: A5 27 */ LDA CurrentBeginScreen
/* 15099: 18 */ CLC
/* 1509A: 69 01 */ ADC #$01
/* 1509C: 85 1B */ STA ScrollPosScreen
/* 1509E: 20 D8 A0 */ JSR F160D8
/* 150A1: 68 */ PLA
/* 150A2: 8D 60 04 */ STA ObjectPosScreen+0 ; $0460
/* 150A5: 20 D8 A0 */ JSR F160D8
/* 150A8: 68 */ PLA
/* 150A9: AA */ TAX
/* 150AA: BD C3 93 */ LDA FirstScreenEnemyPointer,X
/* 150AD: 85 8B */ STA PreviousEnemyIndex
/* 150AF: 18 */ CLC
/* 150B0: 69 01 */ ADC #$01
/* 150B2: 85 8C */ STA CurrentEnemyIndex
/* 150B4: BD A0 93 */ LDA FirstScreenOrderTable,X
/* 150B7: 85 29 */ STA CurrentOrderNum
/* 150B9: A8 */ TAY
/* 150BA: 20 13 C6 */ JSR RoomLayoutLoadRoomNum
/* 150BD: 29 1F */ AND #$1f
/* 150BF: 18 */ CLC
/* 150C0: 65 27 */ ADC CurrentBeginScreen
/* 150C2: 85 28 */ STA CurrentEndScreen
/* 150C4: AD 60 04 */ LDA ObjectPosScreen+0 ; $0460
/* 150C7: 85 1B */ STA ScrollPosScreen
/* 150C9: A9 00 */ LDA #$00
/* 150CB: 85 1A */ STA ScrollPosX
/* 150CD: 85 5F */ STA WeaponSelect ; $5F
/* 150CF: 85 3E */ STA BossCurrentStrategy
/* 150D1: 85 8F */ STA ZigZagFireStatus
/* 150D3: 85 98 */ STA $98
/* 150D5: 85 99 */ STA $99
/* 150D7: 8D C1 06 */ STA ObjectLifeMeter+1
/* 150DA: A2 0F */ LDX #$0f
L150DC: ; -
/* 150DC: 95 7B */ STA $7B,X
/* 150DE: 9D A0 05 */ STA MagnetBeamLength,X
/* 150E1: 9D B0 05 */ STA MagnetBeamAge,X
/* 150E4: CA */ DEX
/* 150E5: 10 F5 */ BPL L150DC ; - ; $90DC
/* 150E7: A5 AB */ LDA LastRestartPointType
/* 150E9: F0 0B */ BEQ L150F6 ; + ; $90F6
/* 150EB: 18 */ CLC
/* 150EC: 65 31 */ ADC CurrentStage
/* 150EE: AA */ TAX
/* 150EF: BD 06 94 */ LDA Label9412-12,X
/* 150F2: 85 28 */ STA CurrentEndScreen
/* 150F4: E0 08 */ CPX #$08
L150F6: ; +
/* 150F6: A0 00 */ LDY #$00
/* 150F8: A2 40 */ LDX #$40
/* 150FA: 20 78 D4 */ JSR HideSprites ; $D478
/* 150FD: A9 20 */ LDA #$20
/* 150FF: 85 54 */ STA TotalObjects
/* 15101: 20 05 A1 */ JSR ForgetRoomObjects
; Start playing stage music?
/* 15104: A6 31 */ LDX CurrentStage
/* 15106: BD 94 93 */ LDA StageMusicTable,X
/* 15109: 20 77 C4 */ JSR IssueSound ; $C477
; Megaman's coordinate when he starts a stage!
/* 1510C: A9 80 */ LDA #$80
/* 1510E: 8D 80 04 */ STA ObjectPosX+0
/* 15111: 85 22 */ STA $22
/* 15113: A9 04 */ LDA #$04
/* 15115: 8D 00 06 */ STA ObjectPosY+0
; Enable NMI and let it start playing sound...
/* 15118: A5 FF */ LDA PPU2000value
/* 1511A: 09 80 */ ORA #$80
/* 1511C: 85 FF */ STA PPU2000value
/* 1511E: 8D 00 20 */ STA $2000
/* 15121: 85 1F */ STA NMI_GfxUpdateDone
/* 15123: A5 31 */ LDA CurrentStage
/* 15125: C9 0B */ CMP #$0b
/* 15127: D0 03 */ BNE L1512C ; + ; $912C
/* 15129: 4C 26 C4 */ JMP InitEndGameScene
L1512C: ; +
/* 1512C: A9 1C */ LDA #$1C ; Set lifemeter to max
/* 1512E: 85 6A */ STA Meters+0
; "READY" printing routine
/* 15130: A2 13 */ LDX #$13 ; Write "READY" text to sprites 1-5
L15132: ; -
/* 15132: BD E6 93 */ LDA READY_TEXT,X ; $93E6,X
/* 15135: 9D 04 02 */ STA CurrentSpriteData+0,X
/* 15138: CA */ DEX
/* 15139: 10 F7 */ BPL L15132 ; - ; $9132
; Show "READY" message for 3 seconds
/* 1513B: A9 C0 */ LDA #$c0
/* 1513D: 85 3C */ STA MiscCounter1
L1513F: ; -
/* 1513F: 20 1B C0 */ JSR NextFrame ; $C01B
/* 15142: C6 3C */ DEC MiscCounter1
/* 15144: D0 F9 */ BNE L1513F ; - ; $913F
/* 15146: A0 00 */ LDY #$00
/* 15148: 84 55 */ STY MegamanBlinkState
/* 1514A: 8C 40 06 */ STY ObjectFireDelay+0
/* 1514D: A2 40 */ LDX #$40
/* 1514F: 20 78 D4 */ JSR HideSprites ; $D478
/* 15152: 20 E0 C4 */ JSR TeleportToStage ; $C4E0
/* 15155: A9 01 */ LDA #$01
/* 15157: 85 8D */ STA ScreenMovedFlag
/* 15159: A9 00 */ LDA #$00 ; Make Megaman stand still at start
/* 1515B: 8D 00 04 */ STA ObjectSpriteNum+0
MainLoop:
; Did we pick up a capsule in the last frame?
; Both life and weapon energy capsules
L1515E:
/* 1515E: A5 AD */ LDA CapsuleObtained
/* 15160: F0 03 */ BEQ L15165 ; + ; $9165
/* 15162: 20 53 94 */ JSR MeterRefill ; $9453
L15165: ; +
/* 15165: A5 18 */ LDA JoyD
/* 15167: 29 0C */ AND #$0c ; Has SELECT or START been pushed?
/* 15169: F0 1C */ BEQ SelectOrStartNotPushed ; $9187
/* 1516B: 29 04 */ AND #$04
/* 1516D: D0 60 */ BNE SelectPushed ; $91CF
StartPushed:
/* 1516F: A5 60 */ LDA WeaponFiring ; We can't access the ws-dlg if shots
; from the current weapon are on screen
/* 15171: D0 0D */ BNE L15180 ; + ; $9180
/* 15173: 20 BF C3 */ JSR InvokeWeaponSelectDialog ; $C3BF
; Make Megaman transform
ResumeFromPause:
/* 15176: AD 20 04 */ LDA ObjectFlags+0
/* 15179: 29 F0 */ AND #$f0
/* 1517B: 09 01 */ ORA #$01
/* 1517D: 8D 20 04 */ STA ObjectFlags+0
L15180: ; +
; Make Megaman stand still
/* 15180: A9 00 */ LDA #$00
/* 15182: 85 41 */ STA $41
/* 15184: 8D 00 04 */ STA ObjectSpriteNum+0
SelectOrStartNotPushed:
/* 15187: 20 72 CD */ JSR RecalculateActivesLowerIndex
/* 1518A: 20 A8 94 */ JSR MegamanAI
/* 1518D: A5 94 */ LDA MegamanWalkTimer
/* 1518F: F0 09 */ BEQ L1519A ; +
/* 15191: A5 B1 */ LDA $B1
/* 15193: D0 05 */ BNE L1519A ; + ; $919A
/* 15195: A9 2B */ LDA #$2B ; Some kind of shooting SFX
/* 15197: 20 77 C4 */ JSR IssueSound ; $C477
L1519A: ; +
/* 1519A: A5 94 */ LDA MegamanWalkTimer
/* 1519C: 85 B1 */ STA $B1
/* 1519E: AD 20 04 */ LDA ObjectFlags+0
/* 151A1: 29 0F */ AND #$0f
/* 151A3: C9 01 */ CMP #$01
/* 151A5: F0 15 */ BEQ L151BC ; ++ ; $91BC
; Do this part UNLESS Megaman is transforming
/* 151A7: 20 5C A3 */ JSR CheckHoldingBkey
/* 151AA: 20 8C DB */ JSR RunBossAI
/* 151AD: A5 55 */ LDA MegamanBlinkState
/* 151AF: F0 02 */ BEQ L151B3 ; + ; $91B3
/* 151B1: C6 55 */ DEC MegamanBlinkState
L151B3: ; +
/* 151B3: 20 8B A1 */ JSR RunCollisionChecks
/* 151B6: 20 61 A2 */ JSR RunWeaponAI
/* 151B9: 20 EA 98 */ JSR RunEnemyAI ; $98EA
L151BC: ; ++
/* 151BC: 20 96 D8 */ JSR LoadEnemies
/* 151BF: 20 31 D1 */ JSR UpdateGraphics ; $D131
/* 151C2: 20 6A D4 */ JSR LifeCycleUntick_forEveryone
/* 151C5: A5 26 */ LDA CurrentStripeEndType
/* 151C7: D0 3E */ BNE CheckStripeEnding
EndCurrentFrame:
/* 151C9: 20 1B C0 */ JSR NextFrame ; $C01B
/* 151CC: 4C 5E 91 */ JMP MainLoop ; $915E
SelectPushed:
/* 151CF: A9 22 */ LDA #$22 ; Pause jingle
/* 151D1: 20 77 C4 */ JSR IssueSound ; $C477
/* 151D4: A9 01 */ LDA #$01
/* 151D6: 85 41 */ STA $41
; Save GutsmanStompCounter,MegamanWalkTimer,MegamanStallTimer to stack
/* 151D8: A5 47 */ LDA GutsmanStompCounter
/* 151DA: 48 */ PHA
/* 151DB: A5 94 */ LDA MegamanWalkTimer
/* 151DD: 48 */ PHA
/* 151DE: A5 95 */ LDA MegamanStallTimer
/* 151E0: 48 */ PHA
; Clear GutsmanStompCounter,MegamanWalkTimer,MegamanStallTimer
/* 151E1: A9 00 */ LDA #$00
/* 151E3: 85 47 */ STA GutsmanStompCounter
/* 151E5: 85 94 */ STA MegamanWalkTimer
/* 151E7: 85 95 */ STA MegamanStallTimer
; Loop until SELECT or START are pushed
L151E9: ; -
/* 151E9: 20 98 94 */ JSR PauseFrameTick
/* 151EC: A5 18 */ LDA JoyD0
/* 151EE: 29 0C */ AND #$0c
/* 151F0: F0 F7 */ BEQ L151E9 ; - ; $91E9
; Restore GutsmanStompCounter,MegamanWalkTimer,MegamanStallTimer from stack
/* 151F2: 68 */ PLA
/* 151F3: 85 95 */ STA MegamanStallTimer
/* 151F5: 68 */ PLA
/* 151F6: 85 94 */ STA MegamanWalkTimer
/* 151F8: 68 */ PLA
/* 151F9: 85 47 */ STA GutsmanStompCounter
/* 151FB: A5 18 */ LDA JoyD0
/* 151FD: 29 04 */ AND #$04
/* 151FF: F0 03 */ BEQ L15204 ; + ; $9204
/* 15201: 4C 76 91 */ JMP ResumeFromPause
L15204: ; +
/* 15204: 4C 6F 91 */ JMP StartPushed ; $916F
CheckStripeEnding:
/* 15207: C9 01 */ CMP #$01
/* 15209: D0 10 */ BNE L1521B
; Teleport check is only done in rooms that scroll up.
/* 1520B: A5 B0 */ LDA TeleportEnteredFlag
/* 1520D: F0 03 */ BEQ L15212 ; + ; $9212
/* 1520F: 20 2F 94 */ JSR EnterTeleport
L15212: ; +
/* 15212: AD 20 04 */ LDA ObjectFlags+0
/* 15215: 29 10 */ AND #$10
/* 15217: F0 29 */ BEQ L15242 ; ++ ; $9242
; In ladder
/* 15219: A5 26 */ LDA CurrentStripeEndType
L1521B:
/* 1521B: A6 1A */ LDX ScrollPosX
/* 1521D: D0 23 */ BNE L15242 ; ++ ; $9242
/* 1521F: A6 1B */ LDX ScrollPosScreen
/* 15221: E4 27 */ CPX CurrentBeginScreen
/* 15223: D0 0D */ BNE L15232 ; +
/* 15225: A4 29 */ LDY CurrentOrderNum
/* 15227: 88 */ DEY
/* 15228: 20 13 C6 */ JSR RoomLayoutLoadRoomNum
/* 1522B: A4 26 */ LDY CurrentStripeEndType
/* 1522D: 39 8B 93 */ AND bank5_938B_table,Y
/* 15230: D0 29 */ BNE ScrollPreviousRoom
L15232: ; +
/* 15232: E4 28 */ CPX CurrentEndScreen
/* 15234: D0 0C */ BNE L15242 ; ++ ; $9242
/* 15236: A4 29 */ LDY CurrentOrderNum
/* 15238: 20 13 C6 */ JSR RoomLayoutLoadRoomNum
/* 1523B: A4 26 */ LDY CurrentStripeEndType
/* 1523D: 39 8F 93 */ AND bank5_938F_table,Y
/* 15240: D0 64 */ BNE ScrollNextRoom
L15242: ; ++
; Not in ladder, or scrolling position is not even (Xlo != 0)
/* 15242: A5 26 */ LDA CurrentStripeEndType
/* 15244: C9 03 */ CMP #$03
/* 15246: D0 0C */ BNE L15254
/* 15248: A9 00 */ LDA #$00
/* 1524A: 85 26 */ STA CurrentStripeEndType
/* 1524C: A9 F8 */ LDA #$f8
/* 1524E: 8D 00 06 */ STA ObjectPosY+0
/* 15251: 4C 19 C2 */ JMP MegaManKilled ; $C219
L15254: ; - ;part of ScrollPreviousRoom
/* 15254: A9 00 */ LDA #$00
/* 15256: 85 26 */ STA CurrentStripeEndType
/* 15258: 4C C9 91 */ JMP EndCurrentFrame
; Scrolling to previous room, I think.
ScrollPreviousRoom:
/* 1525B: A6 27 */ LDX CurrentBeginScreen
/* 1525D: CA */ DEX
/* 1525E: 86 28 */ STX CurrentEndScreen
/* 15260: C6 29 */ DEC CurrentOrderNum
/* 15262: A4 29 */ LDY CurrentOrderNum
/* 15264: 20 13 C6 */ JSR RoomLayoutLoadRoomNum
/* 15267: 29 1F */ AND #$1f
/* 15269: 85 27 */ STA CurrentBeginScreen
/* 1526B: 8A */ TXA
/* 1526C: 38 */ SEC
/* 1526D: E5 27 */ SBC CurrentBeginScreen
/* 1526F: 85 27 */ STA CurrentBeginScreen
/* 15271: 20 05 A1 */ JSR ForgetRoomObjects
/* 15274: A5 28 */ LDA CurrentEndScreen
/* 15276: 20 D8 A0 */ JSR F160D8
/* 15279: CE 60 04 */ DEC ObjectPosScreen+0 ; $0460
/* 1527C: 20 58 C6 */ JSR SetupEnemyGraphicsPointer
/* 1527F: A5 26 */ LDA CurrentStripeEndType
/* 15281: C9 04 */ CMP #$04
/* 15283: 08 */ PHP
/* 15284: D0 02 */ BNE L15288
/* 15286: C6 1B */ DEC ScrollPosScreen
L15288:
/* 15288: 20 DB 9F */ JSR DoScrolling
/* 1528B: 28 */ PLP
/* 1528C: F0 02 */ BEQ L15290 ; +
/* 1528E: C6 1B */ DEC ScrollPosScreen
L15290: ; +
/* 15290: 20 1B C0 */ JSR NextFrame ; $C01B
/* 15293: A5 28 */ LDA CurrentEndScreen
/* 15295: 38 */ SEC
/* 15296: E9 01 */ SBC #$01
/* 15298: 20 D8 A0 */ JSR F160D8
/* 1529B: A9 00 */ LDA #$00
/* 1529D: 85 8F */ STA ZigZagFireStatus
/* 1529F: A9 01 */ LDA #$01
/* 152A1: 85 8D */ STA ScreenMovedFlag
/* 152A3: 4C 54 92 */ JMP L15254 ; -
; Scrolling to next screen, I think
ScrollNextRoom:
/* 152A6: 20 05 A1 */ JSR ForgetRoomObjects
/* 152A9: A6 28 */ LDX CurrentEndScreen
/* 152AB: E8 */ INX
/* 152AC: 8A */ TXA
/* 152AD: 48 */ PHA
/* 152AE: 20 D8 A0 */ JSR F160D8
; Test if it's first door
/* 152B1: A6 31 */ LDX CurrentStage
/* 152B3: BD 02 9F */ LDA FirstDoorLocations,X
/* 152B6: CD 60 04 */ CMP ObjectPosScreen+0 ; $0460
/* 152B9: D0 22 */ BNE L152DD ; +
/* 152BB: 8A */ TXA
/* 152BC: 0A */ ASL A
/* 152BD: 0A */ ASL A
/* 152BE: 0A */ ASL A
/* 152BF: 0A */ ASL A
/* 152C0: AA */ TAX
/* 152C1: A0 00 */ LDY #$00
; Setup AfterDoorsPalette if we just opened the first door
L152C3: ; -
/* 152C3: BD 0D 9F */ LDA AfterDoorsPalette,X
/* 152C6: 99 D0 03 */ STA BGPalettes,Y
/* 152C9: E8 */ INX
/* 152CA: C8 */ INY
/* 152CB: C0 10 */ CPY #$10
/* 152CD: D0 F4 */ BNE L152C3 ; -
/* 152CF: 20 3F C7 */ JSR PaletteSetupForBG
/* 152D2: A9 02 */ LDA #$02
/* 152D4: 85 37 */ STA PaletteUpdateDelay
/* 152D6: A9 AF */ LDA #$AF
/* 152D8: 85 A7 */ STA SoundCodeParameter
/* 152DA: 20 66 D0 */ JSR OpenFirstDoor
L152DD: ; + ; Test if it's secod door
/* 152DD: A6 31 */ LDX CurrentStage
/* 152DF: BD F7 9E */ LDA SecondDoorLocations,X
/* 152E2: CD 60 04 */ CMP ObjectPosScreen+0 ; $0460
/* 152E5: D0 03 */ BNE L152EA ; +
/* 152E7: 20 74 D0 */ JSR OpenSecondDoor
L152EA: ; +
/* 152EA: EE 60 04 */ INC ObjectPosScreen+0 ; $0460
/* 152ED: 20 58 C6 */ JSR SetupEnemyGraphicsPointer
/* 152F0: A5 26 */ LDA CurrentStripeEndType
/* 152F2: C9 04 */ CMP #$04
/* 152F4: 08 */ PHP
/* 152F5: D0 02 */ BNE L152F9
/* 152F7: E6 1B */ INC ScrollPosScreen
L152F9:
/* 152F9: 20 DB 9F */ JSR DoScrolling
/* 152FC: 28 */ PLP
/* 152FD: F0 02 */ BEQ L15301
/* 152FF: E6 1B */ INC ScrollPosScreen
L15301:
/* 15301: 20 1B C0 */ JSR NextFrame ; $C01B
/* 15304: A5 28 */ LDA CurrentEndScreen
/* 15306: 18 */ CLC
/* 15307: 69 02 */ ADC #$02
/* 15309: 20 D8 A0 */ JSR F160D8
/* 1530C: E6 29 */ INC CurrentOrderNum
/* 1530E: A4 29 */ LDY CurrentOrderNum
/* 15310: 20 13 C6 */ JSR RoomLayoutLoadRoomNum
/* 15313: 48 */ PHA
/* 15314: 29 E0 */ AND #$e0
/* 15316: D0 2B */ BNE L15343
; It's the last room of this stripe.
/* 15318: 20 4F C7 */ JSR PaletteSetupForBGwith3F0
/* 1531B: A9 48 */ LDA #$48
/* 1531D: 85 37 */ STA PaletteUpdateDelay ; Flashing duration for boss room.
/* 1531F: A9 01 */ LDA #$01
/* 15321: 85 3E */ STA BossCurrentStrategy
/* 15323: A9 70 */ LDA #$70
/* 15325: 85 3C */ STA MiscCounter1
/* 15327: A5 31 */ LDA CurrentStage
/* 15329: 85 AC */ STA FightingBossNum ;Select boss music
/* 1532B: C9 06 */ CMP #$06
/* 1532D: B0 04 */ BCS L15333 ; +
/* 1532F: A9 0D */ LDA #$0d ; Normal boss music
/* 15331: D0 02 */ BNE L15335 ; ++
L15333: ; +
/* 15333: A9 0B */ LDA #$0b ; Wily stages boss music
L15335: ; ++
/* 15335: 20 77 C4 */ JSR IssueSound ; $C477
/* 15338: A6 31 */ LDX CurrentStage
/* 1533A: BD 80 93 */ LDA BossRoomArrivalKeymask,X
/* 1533D: 85 69 */ STA ForcedInputData ; Assumed keys
/* 1533F: A9 A6 */ LDA #$A6 ; Possibly, number of frames to disable control
/* 15341: 85 68 */ STA ForcedInputFlag
; Also arrived from 9316
L15343:
/* 15343: 68 */ PLA
/* 15344: 29 1F */ AND #$1F
/* 15346: 85 27 */ STA CurrentBeginScreen
/* 15348: 68 */ PLA
/* 15349: AA */ TAX
/* 1534A: 18 */ CLC
/* 1534B: 65 27 */ ADC CurrentBeginScreen
/* 1534D: 85 28 */ STA CurrentEndScreen
/* 1534F: 86 27 */ STX CurrentBeginScreen
/* 15351: A9 00 */ LDA #$00
/* 15353: 85 8F */ STA ZigZagFireStatus
/* 15355: 85 14 */ STA JoyPad0
/* 15357: 85 16 */ STA JoyPad0old
/* 15359: A9 41 */ LDA #$41
/* 1535B: 85 8D */ STA ScreenMovedFlag
/* 1535D: A5 B0 */ LDA TeleportEnteredFlag
/* 1535F: F0 1C */ BEQ L1537D ; +
; Megaman's coordinate when he enters a teleport!
/* 15361: A9 10 */ LDA #$10
/* 15363: 8D 80 04 */ STA ObjectPosX+0
/* 15366: A9 B4 */ LDA #$B4
/* 15368: 8D 00 06 */ STA ObjectPosY+0
; Make Megaman transform
/* 1536B: A9 41 */ LDA #$41
/* 1536D: 8D 20 04 */ STA ObjectFlags+0
/* 15370: A9 00 */ LDA #$00
/* 15372: 8D 00 04 */ STA ObjectSpriteNum+0
/* 15375: 8D 40 04 */ STA ObjectUnknown440+0
/* 15378: 8D 40 06 */ STA ObjectFireDelay+0
/* 1537B: 85 B0 */ STA TeleportEnteredFlag
L1537D: ; +
/* 1537D: 4C 54 92 */ JMP L15254
BossRoomArrivalKeymask: ; at $9380
.byte $00, $00, $20, $00, $10, $00
.byte $00, $20, $00, $00, $00
bank5_938B_table: ;right, up, left, down.
; down=up, up=down
.byte $00, $40, $00, $80
bank5_938F_table:
; shutter=right, up=up, shutter=left, down=down
.byte $20, $80, $20, $40
/* 15393: 00 */ BRK
StageMusicTable: ; at 9394
.byte $05,$0F,$08,$07,$09,$0A
.byte $0C,$0C,$10,$10,$10,$0E
FirstScreenOrderTable: ;at 93A0
.byte $00,$00,$00,$00,$00,$00
.byte $0E,$07,$09,$09,$16,$07
; checkpoint 1
.byte $05,$01,$03,$04,$07,$01
.byte $11,$0C,$0D,$0C,$0C,$0C
; checkpoint 2
.byte $0C,$05,$05,$07,$12,$05
.byte $14,$10,$0D,$10,$17
FirstScreenEnemyPointer: ;at 93C3
.byte $FF,$FF,$FF,$03,$02,$01 ;Number of enemies on the startup screen minus one!
.byte $FF,$FF,$02,$00,$FF,$FF
; checkpoint 1
.byte $1B,$11,$1C,$22,$13,$14
.byte $0E,$1C,$15,$0E,$0F,$0F
; checkpoint 2
.byte $2D,$27,$21,$33,$34,$1D
.byte $14,$2B,$15,$11,$FF
READY_TEXT: ;at 93E6
.byte $60,$E6,$01,$6C
.byte $60,$E7,$01,$74
.byte $60,$E8,$01,$7C
.byte $60,$E9,$01,$84
.byte $60,$EA,$01,$8C
Label93FA:
.byte $0A,$0A,$0E,$08,$07,$0A
.byte $22,$24,$1C,$1D,$14,$14
.byte $14,$14,$14,$10,$14,$0F
.byte $26,$28,$1C,$21,$19,$14 ;Stored into CurrentBeginScreen
Label9412:
.byte $0A,$0A,$0E,$0A,$08,$0A
.byte $22,$24,$2E,$1D,$1D,$1D
.byte $16,$16,$14,$12,$14,$11
.byte $26,$28,$2E,$22,$20,$1E ;Stored into CurrentEndScreen
WilyStageClearScoreTable: ;at $9424
.byte 100,100,70,200,200 ; Level clear score for Wily stages *1000.
EnterTeleport:
/* 1542F: 20 05 A1 */ JSR ForgetRoomObjects
; Make Megaman transform
/* 15432: A9 14 */ LDA #$14
/* 15434: 8D 00 04 */ STA ObjectSpriteNum+0
/* 15437: A9 00 */ LDA #$00
/* 15439: 8D 40 04 */ STA ObjectUnknown440+0
L1543C: ; -
/* 1543C: A9 01 */ LDA #$01
/* 1543E: 20 09 D1 */ JSR TimeDelayWithSpriteUpdates ; $D109
/* 15441: AD 40 04 */ LDA ObjectUnknown440+0
/* 15444: D0 F6 */ BNE L1543C ; - ; $943C
; Disable Megaman
/* 15446: A9 F8 */ LDA #$f8
/* 15448: 8D 00 06 */ STA ObjectPosY+0
/* 1544B: A9 01 */ LDA #$01
/* 1544D: 20 09 D1 */ JSR TimeDelayWithSpriteUpdates ; $D109
/* 15450: 4C A6 92 */ JMP ScrollNextRoom
;
; A = CapsuleObtained = tnnnnnnn
;
; t = type of capsule picked up (0 if life, 1 if weapon)
;
; n = value of capsule
;
MeterRefill:
/* 15453: A2 00 */ LDX #$00 ; If this is a life capsule, then fill life
/* 15455: 29 80 */ AND #$80
/* 15457: F0 04 */ BEQ FillMeter ; $945D
; Weapon capsule
/* 15459: A6 5F */ LDX WeaponSelect ; If Megablaster selected then skip filling
/* 1545B: F0 34 */ BEQ MeterFilled ; $9491
FillMeter:
/* 1545D: A5 AD */ LDA CapsuleObtained
/* 1545F: 29 7F */ AND #$7f
/* 15461: 85 3C */ STA MiscCounter1
L15463: ; --
; Add 1 to meter every 4th frame and play meter fill sound every 8th frame
/* 15463: A5 23 */ LDA FrameCounter
/* 15465: 29 03 */ AND #$03
/* 15467: D0 1B */ BNE L15484 ; ++ ; $9484
/* 15469: A5 23 */ LDA FrameCounter
/* 1546B: 29 07 */ AND #$07
/* 1546D: D0 09 */ BNE L15478 ; + ; $9478
/* 1546F: 8A */ TXA
/* 15470: 48 */ PHA
/* 15471: A9 18 */ LDA #$18 ; Meter fillup sound
/* 15473: 20 77 C4 */ JSR IssueSound ; $C477
/* 15476: 68 */ PLA
/* 15477: AA */ TAX
L15478: ; +
/* 15478: B5 6A */ LDA Meters,X
/* 1547A: C9 1C */ CMP #$1c ; Break out of loop when meter is full
/* 1547C: F0 13 */ BEQ MeterFilled ; $9491
/* 1547E: F6 6A */ INC Meters,X
/* 15480: C6 3C */ DEC MiscCounter1
/* 15482: F0 0A */ BEQ L1548E ; + ; $948E
L15484: ; ++
/* 15484: 8A */ TXA
/* 15485: 48 */ PHA
/* 15486: 20 98 94 */ JSR PauseFrameTick
/* 15489: 68 */ PLA
/* 1548A: AA */ TAX
/* 1548B: 4C 63 94 */ JMP L15463 ; -- ; $9463
L1548E: ; +
/* 1548E: 20 98 94 */ JSR PauseFrameTick
MeterFilled:
; Reset joypad data (and?...)
/* 15491: A9 00 */ LDA #$00
/* 15493: 85 AD */ STA CapsuleObtained
/* 15495: 85 14 */ STA JoyPad0
/* 15497: 60 */ RTS
PauseFrameTick:
/* 15498: EE A0 06 */ INC ObjectLifeCycleCounter+0 ;inc 6A0 for Megaman
/* 1549B: 20 65 C4 */ JSR LifeCycleTick_forEnemies
/* 1549E: 20 31 D1 */ JSR UpdateGraphics ; $D131
/* 154A1: 20 6A D4 */ JSR LifeCycleUntick_forEveryone
/* 154A4: 20 1B C0 */ JSR NextFrame ; $C01B
/* 154A7: 60 */ RTS
MegamanAI:
/* 154A8: A2 00 */ LDX #$00
/* 154AA: 86 2F */ STX RefObjectNum
; Make Megaman stop moving
/* 154AC: AD 20 04 */ LDA ObjectFlags+0
/* 154AF: 29 7F */ AND #$7f
/* 154B1: 8D 20 04 */ STA ObjectFlags+0
/* 154B4: 29 0F */ AND #$0f
/* 154B6: F0 03 */ BEQ L154BB ; + ; $94BB
/* 154B8: 4C DB 96 */ JMP L156DB
L154BB:
/* 154BB: AD 40 06 */ LDA ObjectFireDelay+0
L154BE: ; +
/* 154BE: 29 F0 */ AND #$f0
/* 154C0: C9 20 */ CMP #$20
/* 154C2: F0 23 */ BEQ NotClimbing
/* 154C4: AD 20 04 */ LDA ObjectFlags+0
/* 154C7: 29 10 */ AND #$10
/* 154C9: D0 19 */ BNE L154E4 ;When climbing. Go to Ladder_Handler.
/* 154CB: A5 30 */ LDA CurrentTileState
/* 154CD: 29 7F */ AND #$7F
/* 154CF: F0 16 */ BEQ NotClimbing ;Not climbing, and not a ladder.
; Well well, there's a ladder somewhere! Check if up/down is pressed.
/* 154D1: A5 14 */ LDA JoyPad0
/* 154D3: 29 30 */ AND #$30
/* 154D5: F0 10 */ BEQ NotClimbing
; Holding up/down key
/* 154D7: 05 30 */ ORA CurrentTileState
/* 154D9: C9 11 */ CMP #$11 ;up, but there's only ladder on bottom
/* 154DB: F0 0A */ BEQ NotClimbing
/* 154DD: C9 2E */ CMP #$2E ;down, but there's no ladder on bottom
/* 154DF: F0 06 */ BEQ NotClimbing
/* 154E1: 4C BD 97 */ JMP L157BD
; From 94C9
L154E4:
/* 154E4: 4C DE 97 */ JMP Ladder_Handler
NotClimbing:
L154E7:
/* 154E7: A5 94 */ LDA MegamanWalkTimer
/* 154E9: F0 0E */ BEQ L154F9 ; + ; $94F9
/* 154EB: A5 23 */ LDA FrameCounter
/* 154ED: 29 03 */ AND #$03
/* 154EF: D0 08 */ BNE L154F9 ; + ; $94F9
/* 154F1: A9 01 */ LDA #$01
/* 154F3: 85 95 */ STA MegamanStallTimer
/* 154F5: EE A0 06 */ INC ObjectLifeCycleCounter+0
/* 154F8: 60 */ RTS
L154F9: ; +
/* 154F9: A9 00 */ LDA #$00
/* 154FB: 85 95 */ STA MegamanStallTimer
/* 154FD: 85 94 */ STA MegamanWalkTimer
; if left/right is held in this frame and was not held in previous frame
; then Make Megaman move slowly
/* 154FF: A5 14 */ LDA JoyPad0
/* 15501: 29 C0 */ AND #$c0
/* 15503: F0 1B */ BEQ L15520 ; ++ ; $9520
/* 15505: A5 16 */ LDA JoyPad0old
/* 15507: 29 C0 */ AND #$c0
/* 15509: D0 0D */ BNE L15518 ; + ; $9518
/* 1550B: A9 03 */ LDA #$03
/* 1550D: 8D 00 04 */ STA ObjectSpriteNum+0
/* 15510: A9 00 */ LDA #$00
/* 15512: 8D 40 04 */ STA ObjectUnknown440+0
/* 15515: 8D 40 06 */ STA ObjectFireDelay+0
L15518: ; +
/* 15518: 20 7B 98 */ JSR SetMegamanFacing
; Make Megaman move
/* 1551B: 09 80 */ ORA #$80
/* 1551D: 8D 20 04 */ STA ObjectFlags+0
L15520: ; ++
/* 15520: 20 E7 9C */ JSR F15CE7
/* 15523: A5 9B */ LDA LiftUnknown9B
/* 15525: 29 40 */ AND #$40
/* 15527: F0 06 */ BEQ L1552F ; +
/* 15529: 20 EF 9D */ JSR ObjectUpdateMovementRight
/* 1552C: 4C 32 95 */ JMP L15532 ; ++
L1552F: ; +
/* 1552F: 20 6D 9E */ JSR ObjectUpdateMovementLeft
L15532: ; ++
/* 15532: 20 8F 98 */ JSR AutoCenterScreen
/* 15535: 20 DE CB */ JSR UpdateCurrentTileState
/* 15538: A5 18 */ LDA JoyD0
/* 1553A: 29 02 */ AND #$02 ; If B pressed
/* 1553C: F0 05 */ BEQ L15543 ; +
/* 1553E: 20 1E A7 */ JSR MegamanWeaponFire
/* 15541: D0 00 */ BNE L15543 ; +
L15543: ; +
/* 15543: AD 80 06 */ LDA ObjectYSpeed+0
/* 15546: 30 29 */ BMI L15571
/* 15548: 20 C4 9B */ JSR ObjectDoCollisionChecksAndAvoidWalls
/* 1554B: B0 09 */ BCS L15556
/* 1554D: A5 14 */ LDA JoyPad0
/* 1554F: 29 01 */ AND #$01
/* 15551: F0 06 */ BEQ L15559
/* 15553: 4C 29 96 */ JMP L15629
L15556:
/* 15556: 4C 33 96 */ JMP L15633
L15559:
/* 15559: AD 80 06 */ LDA ObjectYSpeed+0
/* 1555C: 30 10 */ BMI L1556E
/* 1555E: C9 01 */ CMP #$01
/* 15560: 90 0C */ BCC L1556E
/* 15562: F0 0A */ BEQ L1556E
/* 15564: A9 01 */ LDA #$01
/* 15566: 8D 80 06 */ STA ObjectYSpeed+0
/* 15569: A9 00 */ LDA #$00
/* 1556B: 8D 60 06 */ STA ObjectYSpeedFraction+0
L1556E:
/* 1556E: 4C 29 96 */ JMP L15629
L15571:
/* 15571: 20 34 96 */ JSR TestIsRiding
/* 15574: 48 */ PHA
/* 15575: 20 C4 9B */ JSR ObjectDoCollisionChecksAndAvoidWalls
/* 15578: B0 0B */ BCS L15585
/* 1557A: 68 */ PLA
/* 1557B: F0 05 */ BEQ L15582
/* 1557D: 8D 00 06 */ STA ObjectPosY+0
/* 15580: D0 04 */ BNE L15586
L15582:
/* 15582: 4C 29 96 */ JMP L15629
L15585:
/* 15585: 68 */ PLA
; Make megaman jump unless he is already jumping/falling???
L15586:
/* 15586: AD 00 04 */ LDA ObjectSpriteNum+0
/* 15589: C9 09 */ CMP #$09
/* 1558B: F0 09 */ BEQ L15596 ; + ; $9596
/* 1558D: C9 6F */ CMP #$6f
/* 1558F: D0 0A */ BNE L1559B ; ++ ; $959B
/* 15591: A9 09 */ LDA #$09
/* 15593: 8D 00 04 */ STA ObjectSpriteNum+0
L15596: ; +
/* 15596: A9 19 */ LDA #$19 ; Megaman touching ground sound
/* 15598: 20 77 C4 */ JSR IssueSound ; $C477
L1559B: ; ++
/* 1559B: A5 2D */ LDA $2D
/* 1559D: CD 00 06 */ CMP ObjectPosY+0
/* 155A0: B0 16 */ BCS L155B8 ; + ; $95B8
/* 155A2: A5 15 */ LDA $15
/* 155A4: 29 00 */ AND #$00
/* 155A6: F0 10 */ BEQ L155B8 ; + ; $95B8
; Shake Megaman
/* 155A8: AD 20 04 */ LDA ObjectFlags+0
/* 155AB: 29 40 */ AND #$40
/* 155AD: 09 02 */ ORA #$02
/* 155AF: 8D 20 04 */ STA ObjectFlags+0
/* 155B2: AD 00 06 */ LDA ObjectPosY+0
/* 155B5: 85 2D */ STA $2D
/* 155B7: 60 */ RTS
L155B8: ; +
/* 155B8: AD 00 06 */ LDA ObjectPosY+0 ; ObjectPosY+0
/* 155BB: 85 2D */ STA $2D
/* 155BD: A5 18 */ LDA JoyD0
/* 155BF: 29 01 */ AND #$01
/* 155C1: D0 5B */ BNE L1561E ; ++++ ; $961E
; If button A is not pressed
/* 155C3: AD 20 04 */ LDA ObjectFlags+0
/* 155C6: 29 80 */ AND #$80
/* 155C8: D0 37 */ BNE L15601 ; ++ ; $9601
; if moving...
/* 155CA: A5 16 */ LDA JoyPad0old
/* 155CC: 29 C0 */ AND #$c0
/* 155CE: D0 11 */ BNE L155E1 ; + ; $95E1
; if left/right wasn't pressed the last frame
/* 155D0: AD 00 04 */ LDA ObjectSpriteNum+0
/* 155D3: C9 09 */ CMP #$09
/* 155D5: D0 1B */ BNE L155F2
; if in air...
/* 155D7: A9 00 */ LDA #$00
/* 155D9: 85 98 */ STA $98
/* 155DB: 85 99 */ STA $99
/* 155DD: A9 0F */ LDA #$0f
/* 155DF: D0 09 */ BNE L155EA
L155E1: ; +
/* 155E1: AD 00 04 */ LDA ObjectSpriteNum+0
/* 155E4: C9 06 */ CMP #$06
/* 155E6: D0 0F */ BNE L155F7
; Make Megaman slow down after running
/* 155E8: A9 0C */ LDA #$0C
L155EA:
/* 155EA: 8D 00 04 */ STA ObjectSpriteNum+0
/* 155ED: A9 01 */ LDA #$01
/* 155EF: 8D 40 04 */ STA ObjectUnknown440+0
; from 95D5: was not in a jumping state
L155F2:
/* 155F2: AD 40 04 */ LDA ObjectUnknown440+0
/* 155F5: D0 3C */ BNE L15633
; Make Megaman stand still if he wasn't running
L155F7:
/* 155F7: A9 00 */ LDA #$00
/* 155F9: 8D 00 04 */ STA ObjectSpriteNum+0
/* 155FC: 8D 40 04 */ STA ObjectUnknown440+0
/* 155FF: F0 32 */ BEQ L15633
L15601: ; ++
/* 15601: AD 00 04 */ LDA ObjectSpriteNum+0
/* 15604: C9 09 */ CMP #$09
/* 15606: F0 0B */ BEQ L15613
/* 15608: C9 03 */ CMP #$03
/* 1560A: D0 27 */ BNE L15633
/* 1560C: AD 40 04 */ LDA ObjectUnknown440+0
/* 1560F: C9 22 */ CMP #$22
/* 15611: D0 20 */ BNE L15633
; Make Megaman run
L15613:
/* 15613: A9 06 */ LDA #$06