Kriege ich so Kekse?
Kriege ich so Kekse?
header
lorom
!Freespace = $148000
!StompEnemyGivesAnotherDoubleJump = !True
!CanDJIfSpin = !True
!Sound = "LDA #$01 : STA $1DFA"
org $00CF43
BRA $03
org $00D066
BRA $19;this one is useless since I hijack that spot, but whatever
org $00D806
BRA $09
org $00D8E2
BCS $01
org $00D8EB;kill the cape. note that must be changed too if you want to fully remove it, I hi
BRA $3B
org $00E3FF
BRA $57
org $00EFA7
BRA $04
org $00F5DB
BRA $16
org $00CFA9
BRA $03
org $00D174
BRA $01
org $00D179
BRA $01
org $00D6B9
BRA $1A
org $00D7E7
BNE $00
org $00D844
BCS $00
org $00D861
LDA #$00 : NOP;free up $1407 so I won't need any freeram. many of those are probably useless, but I don't care.
org $00D86D
BRA $01
org $00D884
BRA $47
org $00D98D
BRA $01
org $00EF7C
BNE $00
org $00EF9C
BRA $01
org $00F5E0
BRA $11
org $00F622
BRA $01
org $01A9CA
BNE $00
org $00D062
JML Mymain
!True = muncher
!False = muncher
macro call(code)
endmacro
macro IfStomp(code)
!True = 0
!False = -1
rep !StompEnemyGivesAnotherDoubleJump : %call("")
endmacro
org !Freespace
db "STAR"
dw Ratstagsdoesnothingexceptwasteromspace-Somestupidlabel-$01
dw Ratstagsdoesnothingexceptwasteromspace-Somestupidlabel-$01^$FFFF
Somestupidlabel:
Mymain:
LDA $77
AND #$04
BEQ .Air
STA $1407
.Air
LDA $19
CMP #$03
BNE .NotFire
JML $00D085
.NotFire
CMP #$02
BNE .NotCape
LDA $75
BNE .NotCape
LDA $77
AND #$04
!True = -1
!False = 0
rep !CanDJIfSpin : ORA $140D
BNE .NotCape
macro StompStuff()
LDA $7D
BPL .Downwards
LDA $1407
AND #$80
BEQ .Done
LDA #$04
STA $1407
BRA .Done
.Downwards
LDA #$80
TSB $1407
.Done
endmacro
%IfStomp("%StompStuff()")
LDA $16
AND #$80
BEQ .NotCape
LDA $1407
AND #$04
BEQ .NotCape
LDA #$B0
STA $7D
STZ $1407
!Sound
.NotCape
JML $00D080
Ratstagsdoesnothingexceptwasteromspace:
SpeedTableY:
db $01,$02,$01,$02,$01,$02,$01,$02,$01,$02,$01,$02,$01,$02,$01,$02,$01,$02,$01,$02 ; Speed table, per sprite. Amount of pixels to move down each frame. 00 = still, 80-FF = rise, 01-7F = sink.
SpeedTableX:
db $FD,$FF,$FE,$FF,$FD,$FF,$FE,$FF,$FD,$FF,$FE,$FF,$FD,$FF,$FE,$FF,$FD,$FF,$FE,$FF ; Speed table, per sprite. Amount of pixels to move down each frame. 00 = still, 80-FF = rise, 01-7F = sink.