Remove residual/unnecessary code and data
parent
0e0dc84aeb
commit
61b894ae1e
124
src/main.asm
124
src/main.asm
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@ -74,7 +74,6 @@ FrenzyEnemyTimer = $078f
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BowserFireBreathTimer = $0790
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StompTimer = $0791
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AirBubbleTimer = $0792
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ScrollIntervalTimer = $0795
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EnemyIntervalTimer = $0796
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BrickCoinTimer = $079d
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InjuryTimer = $079e
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@ -410,7 +409,6 @@ Block_BBuf_Low = $03e6
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Block_Metatile = $03e8
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Block_PageLoc2 = $03ea
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Block_RepFlag = $03ec
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Block_ResidualCounter = $03f0
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Block_Orig_XPos = $03f1
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BoundingBox_UL_XPos = $04ac
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@ -428,7 +426,6 @@ FireballCounter = $06ce
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FireballThrowingTimer = $0711
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HammerEnemyOffset = $06ae
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JumpCoinMiscOffset = $06b7
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Block_Buffer_1 = $0500
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Block_Buffer_2 = $05d0
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@ -906,7 +903,6 @@ ExitPause:
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; $00 - used for preset value
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SpriteShuffler:
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ldy AreaType ; load level type, likely residual code
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lda #$28 ; load preset value which will put it at
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sta $00 ; sprite #10
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ldx #$0e ; start at the end of OAM data offsets
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@ -1086,7 +1082,6 @@ StartWorld1:
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sta OperMode_Task ; set game mode here, and clear demo timer
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sta DemoTimer
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ldx #$17
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lda #$00
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InitScores:
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sta ScoreAndCoinDisplay,x ; clear player scores and coin displays
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dex
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@ -1227,8 +1222,6 @@ PrintVictoryMessages:
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bne IncMsgCounter ; if set, branch to increment message counters
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lda PrimaryMsgCounter ; otherwise load primary message counter
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beq ThankPlayer ; if set to zero, branch to print first message
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cmp #$09 ; if at 9 or above, branch elsewhere (this comparison
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bcs IncMsgCounter ; is residual code, counter never reaches 9)
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ldy WorldNumber ; check world number
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cpy #World8
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bne MRetainerMsg ; if not at world 8, skip to next part
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@ -1292,7 +1285,6 @@ PlayerEndWorld:
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ldy WorldNumber ; check world number
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cpy #World8 ; if on world 8, player is done with game,
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bcs EndChkBButton ; thus branch to read controller
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lda #$00
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sta AreaNumber ; otherwise initialize area number used as offset
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sta LevelNumber ; and level number control to start at area 1
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sta OperMode_Task ; initialize secondary mode of operation
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@ -1623,9 +1615,6 @@ DisplayIntermediate:
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beq GameOverInter ; if so, proceed to display game over screen
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lda AltEntranceControl ; otherwise check for mode of alternate entry
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bne NoInter ; and branch if found
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ldy AreaType ; check if we are on castle level
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cpy #$03 ; and if so, branch (possibly residual)
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beq PlayerInter
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lda DisableIntermediate ; if this flag is set, skip intermediate lives display
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bne NoInter ; and jump to specific task, otherwise
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PlayerInter:
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@ -2138,8 +2127,6 @@ WriteBlankMT:
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ReplaceBlockMetatile:
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jsr WriteBlockMetatile ; write metatile to vram buffer to replace block object
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inc Block_ResidualCounter ; increment unused counter (residual code)
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dec Block_RepFlag,x ; decrement flag (residual code)
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rts ; leave
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DestroyBlockMetatile:
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@ -2615,12 +2602,9 @@ RepeatByte:
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lda #$00
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adc $01
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sta $01
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lda #$3f ; sets vram address to $3f00
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sta PPU_ADDRESS
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lda #$00
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sta PPU_ADDRESS
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sta PPU_ADDRESS ; then reinitializes it for some reason
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sta PPU_ADDRESS
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sta PPU_ADDRESS ; reinitialize vram address to $0000
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UpdateScreen:
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ldx PPU_STATUS ; reset flip-flop
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ldy #$00 ; load first byte from indirect as a pointer
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@ -2906,8 +2890,6 @@ ISpr0Loop:
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sta Sprite_Data,y
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dey
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bpl ISpr0Loop
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jsr DoNothing2 ; these jsrs doesn't do anything useful
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jsr DoNothing1
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inc Sprite0HitDetectFlag ; set sprite #0 check flag
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inc OperMode_Task ; increment to next task
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rts
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@ -3148,7 +3130,6 @@ TerminateGame:
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lda WorldNumber ; otherwise put world number of current
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sta ContinueWorld ; player into secret continue function variable
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lda #$00
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asl ; residual ASL instruction
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sta OperMode_Task ; reset all modes to title screen and
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sta ScreenTimer ; leave
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sta OperMode
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@ -3194,15 +3175,6 @@ ExTrans:
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;-------------------------------------------------------------------------------------
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DoNothing1:
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lda #$ff ; this is residual code, this value is
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sta $06c9 ; not used anywhere in the program
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DoNothing2:
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rts
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;-------------------------------------------------------------------------------------
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AreaParserTaskHandler:
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ldy AreaParserTaskNum ; check number of tasks here
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bne DoAPTasks ; if already set, go ahead
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@ -4007,7 +3979,6 @@ ExitCastle:
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WaterPipe:
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jsr GetLrgObjAttrib ; get row and lower nybble
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ldy AreaObjectLength,x ; get length (residual code, water pipe is 1 col thick)
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ldx $07 ; get row
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lda #$6b
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sta MetatileBuffer,x ; draw something here and below it
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@ -4458,8 +4429,6 @@ DrawQBlk:
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GetAreaObjectID:
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lda $00 ; get value saved from area parser routine
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sec
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sbc #$00 ; possibly residual code
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tay ; save to Y
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ExitDecBlock:
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rts
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@ -4514,7 +4483,6 @@ RenderUnderPart:
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beq WaitOneRow ; if middle part (mushroom ledge), wait until next row
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cpy #$c0
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beq DrawThisRow ; if question block w/ coin, overwrite
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cpy #$c0
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bcs WaitOneRow ; if any other metatile with palette 3, wait until next row
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cpy #$54
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bne DrawThisRow ; if cracked rock terrain, overwrite
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@ -5698,8 +5666,6 @@ ScrollScreen:
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ora $00 ; get saved bit here and save in PPU register 1
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sta Mirror_PPU_CTRL_REG1 ; mirror to be used to set name table later
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jsr GetScreenPosition ; figure out where the right side is
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lda #$08
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sta ScrollIntervalTimer ; set scroll timer (residual, not used elsewhere)
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jmp ChkPOffscr ; skip this part
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InitScrlAmt:
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lda #$00
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@ -6120,7 +6086,7 @@ ExitDeath:
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FlagpoleSlide:
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lda Enemy_ID+5 ; check special use enemy slot
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cmp #FlagpoleFlagObject ; for flagpole flag object
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bne NoFPObj ; if not found, branch to something residual
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bne NoFPObj ; if not found, branch to exit
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lda FlagpoleSoundQueue ; load flagpole sound
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sta Square1SoundQueue ; into square 1's sfx queue
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lda #$00
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@ -6132,8 +6098,8 @@ FlagpoleSlide:
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SlidePlayer:
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jmp AutoControlPlayer ; jump to player control routine
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NoFPObj:
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inc GameEngineSubroutine ; increment to next routine (this may
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rts ; be residual code)
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inc GameEngineSubroutine ; increment to next routine
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rts
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;-------------------------------------------------------------------------------------
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@ -6579,7 +6545,6 @@ SetAnimSpd:
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ImposeFriction:
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and Player_CollisionBits ; perform AND between left/right controller bits and collision flag
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cmp #$00 ; then compare to zero (this instruction is redundant)
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bne JoypFrict ; if any bits set, branch to next part
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lda Player_X_Speed
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beq SetAbsSpd ; if player has no horizontal speed, branch ahead to last part
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@ -7299,7 +7264,6 @@ NoHammer:
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;--------------------------------
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; $00 - used to set downward force
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; $01 - used to set upward force (residual)
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; $02 - used to set maximum speed
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ProcHammerObj:
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@ -7317,8 +7281,6 @@ ProcHammerObj:
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tax ; return offset to X
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lda #$10
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sta $00 ; set downward movement force
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lda #$0f
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sta $01 ; set upward movement force (not used)
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lda #$04
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sta $02 ; set maximum vertical speed
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lda #$00 ; set A to impose gravity on hammer
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@ -7414,7 +7376,6 @@ FMiscLoop:
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bne FMiscLoop ; do this until all slots are checked
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ldy #$08 ; if no empty slots found, use last slot
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UseMiscS:
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sty JumpCoinMiscOffset ; store offset of misc object buffer here (residual)
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rts
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;-------------------------------------------------------------------------------------
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@ -7432,7 +7393,6 @@ MiscLoop:
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;--------------------------------
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; $00 - used to set downward force
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; $01 - used to set upward force (residual)
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; $02 - used to set maximum speed
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ProcJumpCoin:
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@ -7462,8 +7422,6 @@ JCoinRun:
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sta $00
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lda #$06 ; set maximum vertical speed
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sta $02
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lsr ; divide by 2 and set
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sta $01 ; as upward movement amount (apparently residual)
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lda #$00 ; set A to impose gravity on jumping coin
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jsr ImposeGravity ; do sub to move coin vertically and impose gravity on it
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ldx ObjectOffset ; get original misc object offset
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@ -7474,7 +7432,6 @@ JCoinRun:
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RunJCSubs:
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jsr RelativeMiscPosition ; get relative coordinates
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jsr GetMiscOffscreenBits ; get offscreen information
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jsr GetMiscBoundBox ; get bounding box coordinates (why?)
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jsr JCoinGfxHandler ; draw the coin or floatey number
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MiscLoopBack:
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@ -7548,8 +7505,7 @@ SetupPowerUp:
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sec
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sbc #$08 ; subtract 8 pixels
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sta Enemy_Y_Position+5 ; and use as vertical coordinate of power-up object
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PwrUpJmp:
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lda #$01 ; this is a residual jump point in enemy object jump table
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lda #$01
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sta Enemy_State+5 ; set power-up object's state
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sta Enemy_Flag+5 ; set buffer flag
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lda #$03
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@ -7868,8 +7824,6 @@ SpawnBrickChunks:
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clc ; add 8 pixels to vertical coordinate
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adc #$08 ; and save as vertical coordinate for one of them
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sta Block_Y_Position+2,x
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lda #$fa
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sta Block_Y_Speed,x ; set vertical speed...again??? (redundant)
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rts
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;-------------------------------------------------------------------------------------
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@ -8100,10 +8054,6 @@ SetXMoveAmt:
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MaxSpdBlockData:
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.byte $06, $08
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ResidualGravityCode:
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ldy #$00 ; this part appears to be residual,
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.byte $2c ; no code branches or jumps to it...
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ImposeGravityBlock:
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ldy #$01 ; set offset for maximum speed
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lda #$50 ; set movement amount here
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@ -8124,13 +8074,8 @@ MovePlatformDown:
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MovePlatformUp:
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lda #$01 ; save value to stack
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pha
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ldy Enemy_ID,x ; get enemy object identifier
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inx ; increment offset for enemy object
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lda #$05 ; load default value here
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cpy #$29 ; residual comparison, object #29 never executes
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bne SetDplSpd ; this code, thus unconditional branch here
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lda #$09 ; residual code
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SetDplSpd:
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sta $00 ; save downward movement amount here
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lda #$0a ; save upward movement amount here
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sta $01
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@ -8356,12 +8301,7 @@ CheckEndofBuffer:
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beq CheckRightBounds ; if found, branch, otherwise
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cpx #$05 ; check for end of buffer
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bcc CheckRightBounds ; if not at end of buffer, branch
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iny
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lda (EnemyData),y ; check for specific value here
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and #%00111111 ; not sure what this was intended for, exactly
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cmp #$2e ; this part is quite possibly residual code
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beq CheckRightBounds ; but it has the effect of keeping enemies out of
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rts ; the sixth slot
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rts
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CheckRightBounds:
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lda ScreenRight_X_Pos ; add 48 to pixel coordinate of right boundary
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@ -8583,7 +8523,7 @@ InitEnemyRoutines:
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.addr PlatLiftUp
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.addr PlatLiftDown
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.addr InitBowser
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.addr PwrUpJmp ; possibly dummy value
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.addr NoInitCode
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.addr Setup_Vine
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.addr NoInitCode ; for objects $30-$36
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@ -10141,7 +10081,6 @@ NotDefB:
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SwimCCXMoveData:
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.byte $40, $80
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.byte $04, $04 ; residual data, not used
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MoveSwimmingCheepCheep:
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lda Enemy_State,x ; check cheep-cheep's enemy object state
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@ -10279,7 +10218,6 @@ SkpFSte:
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SetupGFB:
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sta $ef ; save high byte of spinning thing, modified or otherwise
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jsr RelativeEnemyPosition ; get relative coordinates to screen
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jsr GetFirebarPosition ; do a sub here (residual, too early to be used now)
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ldy Enemy_SprDataOffset,x ; get OAM data offset
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lda Enemy_Rel_YPos ; get relative vertical coordinate
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sta Sprite_Y_Position,y ; store as Y in OAM data
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@ -10494,9 +10432,6 @@ GetVAdder:
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PRandomSubtracter:
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.byte $f8, $a0, $70, $bd, $00
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FlyCCBPriority:
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.byte $20, $20, $20, $00, $00
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MoveFlyingCheepCheep:
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lda Enemy_State,x ; check cheep-cheep's enemy state
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and #%00100000 ; for d5 set
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@ -10535,9 +10470,7 @@ AddCCF:
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lsr
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tay
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BPGet:
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lda FlyCCBPriority,y ; load bg priority data and store (this is very likely
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sta Enemy_SprAttrib,x ; broken or residual code, value is overwritten before
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rts ; drawing it next frame), then leave
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rts
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;--------------------------------
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; $00 - used to hold horizontal difference
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@ -11002,20 +10935,14 @@ DrawFlameLoop:
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ldy Enemy_SprDataOffset,x ; get OAM data offset
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lda Enemy_OffscreenBits ; get enemy object offscreen bits
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lsr ; move d0 to carry and result to stack
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pha
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bcc M3FOfs ; branch if carry not set
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lda #$f8 ; otherwise move sprite offscreen, this part likely
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sta Sprite_Y_Position+12,y ; residual since flame is only made of three sprites
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M3FOfs:
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pla ; get bits from stack
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lsr ; move d1 to carry and move bits back to stack
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pha
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bcc M2FOfs ; branch if carry not set again
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lda #$f8 ; otherwise move third sprite offscreen
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sta Sprite_Y_Position+8,y
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M2FOfs:
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pla ; get bits from stack again
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lsr ; move d2 to carry and move bits back to stack again
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pla ; get bits from stack
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lsr ; move d2 to carry and move bits back to stack
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pha
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bcc M1FOfs ; branch if carry not set yet again
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lda #$f8 ; otherwise move second sprite offscreen
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@ -11267,7 +11194,6 @@ FirebarSpin:
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sta $07 ; save spinning speed here
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lda FirebarSpinDirection,x ; check spinning direction
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bne SpinCounterClockwise ; if moving counter-clockwise, branch to other part
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ldy #$18 ; possibly residual ldy
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lda FirebarSpinState_Low,x
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clc ; add spinning speed to what would normally be
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adc $07 ; the horizontal speed
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@ -11277,7 +11203,6 @@ FirebarSpin:
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rts
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SpinCounterClockwise:
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ldy #$08 ; possibly residual ldy
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lda FirebarSpinState_Low,x
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sec ; subtract spinning speed to what would normally be
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sbc $07 ; the horizontal speed
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@ -11604,11 +11529,9 @@ ExDPl:
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rts ; leave
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;--------------------------------
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; $00 - residual value from sub
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RightPlatform:
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jsr MoveEnemyHorizontally ; move platform with current horizontal speed, if any
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sta $00 ; store saved value here (residual code)
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lda PlatformCollisionFlag,x ; check collision flag, if no collision between player
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bmi ExRPl ; and platform, branch ahead, leave speed unaltered
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lda #$10
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@ -11938,9 +11861,6 @@ NoPUp:
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;--------------------------------
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ResidualXSpdData:
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.byte $18, $e8
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KickedShellXSpdData:
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.byte $30, $d0
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@ -13243,7 +13163,6 @@ ChkLandedEnemyState:
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beq ProcEnemyDirection ; then branch elsewhere
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cmp #$03 ; if already in state used by koopas and buzzy beetles
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bcs ExSteChk ; or in higher numbered state, branch to leave
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lda Enemy_State,x ; load enemy state again (why?)
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cmp #$02 ; if not in $02 state (used by koopas and buzzy beetles)
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bne ProcEnemyDirection ; then branch elsewhere
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lda #$10 ; load default timer here
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@ -13750,21 +13669,12 @@ BlockBufferChk_Enemy:
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pla ; pull A from stack and jump elsewhere
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jmp BBChk_E
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ResidualMiscObjectCode:
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txa
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clc ; supposedly used once to set offset for
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adc #$0d ; miscellaneous objects
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tax
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ldy #$1b ; supposedly used once to set offset for block buffer data
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jmp ResJmpM ; probably used in early stages to do misc to bg collision detection
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BlockBufferChk_FBall:
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ldy #$1a ; set offset for block buffer adder data
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txa
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clc
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adc #$07 ; add seven bytes to use
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tax
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ResJmpM:
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lda #$00 ; set A to return vertical coordinate
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BBChk_E:
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jsr BlockBufferCollision ; do collision detection subroutine for sprite object
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@ -13999,7 +13909,7 @@ NoHOffscr:
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;-------------------------------------------------------------------------------------
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; $00-$01 - used to hold tile numbers ($01 addressed in draw floatey number part)
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; $02 - used to hold Y coordinate for floatey number
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; $03 - residual byte used for flip (but value set here affects nothing)
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; $03 - used for flip
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; $04 - attribute byte for floatey number
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; $05 - used as X coordinate for floatey number
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||||
|
||||
|
@ -14028,7 +13938,7 @@ FlagpoleGfxHandler:
|
|||
lda FlagpoleFNum_Y_Pos ; get vertical coordinate for floatey number
|
||||
sta $02 ; store it here
|
||||
lda #$01
|
||||
sta $03 ; set value for flip which will not be used, and
|
||||
sta $03 ; set value for flip, and
|
||||
sta $04 ; attribute byte for floatey number
|
||||
sta Sprite_Attributes,y ; set attribute bytes for all three sprites
|
||||
sta Sprite_Attributes+4,y
|
||||
|
@ -14612,7 +14522,6 @@ CheckToAnimateEnemy:
|
|||
ldy #$00
|
||||
cmp #$15 ; check for mushroom retainer/princess object
|
||||
bne CheckForSecondFrame ; which uses different code here, branch if not found
|
||||
iny ; residual instruction
|
||||
lda WorldNumber ; are we on world 8?
|
||||
cmp #World8
|
||||
bcs CheckDefeatedState ; if so, leave the offset alone (use princess)
|
||||
|
@ -16189,9 +16098,6 @@ PowerUpGrabFreqData:
|
|||
.byte $28, $4a, $50, $4a, $64, $3c, $32, $3c, $32
|
||||
.byte $2c, $24, $3a, $64, $3a, $34, $2c, $22, $2c
|
||||
|
||||
; residual frequency data
|
||||
.byte $22, $1c, $14
|
||||
|
||||
PUp_VGrow_FreqData:
|
||||
.byte $14, $04, $22, $24, $16, $04, $24, $26 ; used by both
|
||||
.byte $18, $04, $26, $28, $1a, $04, $28, $2a
|
||||
|
@ -16508,8 +16414,7 @@ HandleAreaMusicLoopB:
|
|||
bne GMLoopB ; unconditional branch
|
||||
|
||||
FindAreaMusicHeader:
|
||||
ldy #$08 ; load Y for offset of area music
|
||||
sty MusicOffset_Square2 ; residual instruction here
|
||||
ldy #$08 ; load Y for offset of area music
|
||||
|
||||
FindEventMusicHeader:
|
||||
iny ; increment Y pointer based on previously loaded queue contents
|
||||
|
@ -16875,9 +16780,6 @@ Star_CloudHdr:
|
|||
EndOfLevelMusHdr:
|
||||
.byte $20, <WinLevelMusData, >WinLevelMusData, $3c, $21
|
||||
|
||||
ResidualHeaderData:
|
||||
.byte $20, $c4, $fc, $3f, $1d
|
||||
|
||||
UndergroundMusHdr:
|
||||
.byte $18, <UndergroundMusData, >UndergroundMusData, $00, $00
|
||||
|
||||
|
|
Loading…
Reference in New Issue