levelinit105:
header : lorom
org $0092A2 : db $0C
org $0092EA : db $0C
org $00CB0C : db $0C
org $03C511 : db $0C
org $04DB99 : db $0C
org $05B296 : db $0C
org $0CAB98 : db $0C
RTL
; works
header
lorom
ORG $05B296
DB $0C ; change STA to TSB, hence not clearing the HDMA channel enable byte when using message boxes
ORG $05B129 ;
JSL MSG_BOX_FIX ; stops message boxes from clearing HDMA channel enable byte
NOP ;
;point this to frickin freespace
ORG $308000
MSG_BOX_FIX:
LDA #$80 ; clear 8th bit
TRB $0D9F ;
LDA #$02 ; restore old code
RTL
LDA #$00
STA $4330
LDA #$02
STA $4340
LDA #$32
STA $4331
STA $4341
REP #$20
LDA.w #.Table20
STA $4332
LDA.w #.Table19
STA $4342
SEP #$20
LDA.b #.Table20>>16
STA $4334
LDA.b #.Table19>>16
STA $4344
LDA #$18
TSB $0D9F
RTS
.Table19
db $04,$20,$8B
db $0A,$20,$8C
db $0A,$20,$8D
db $0A,$20,$8E
db $09,$20,$8F
db $0A,$20,$90
db $0A,$20,$91
db $0A,$20,$92
db $0A,$20,$93
db $09,$20,$94
db $0A,$20,$95
db $0A,$20,$96
db $0A,$20,$97
db $09,$20,$98
db $0B,$20,$99
db $09,$20,$9A
db $09,$20,$9B
db $01,$20,$9C
db $01,$20,$9B
db $09,$20,$9C
db $09,$20,$9D
db $0A,$20,$9E
db $0A,$20,$9F
db $00
.Table20
db $08,$41
db $08,$42
db $08,$43
db $08,$44
db $07,$45
db $08,$46
db $08,$47
db $08,$48
db $09,$49
db $07,$4A
db $09,$4B
db $07,$4C
db $08,$4D
db $08,$4E
db $08,$4F
db $08,$50
db $08,$51
db $08,$52
db $08,$53
db $07,$54
db $08,$55
db $09,$56
db $07,$57
db $08,$58
db $08,$59
db $02,$5A
db $00
levelinit106:
RTS
[SETTINGS]
Create.msc=1
FreeRAM=7EC100
TitleMusic=0A
[OVERWORLD]
0A=Die Titelmusik.txt
0B=
0C=
0D=
0E=
0F=
10=
11=
12=
13=
14=
15=
16=
17=
18=
19=
[MISC]
09=Mario Died.txt
0A=Game Over.txt
0B=Passed Boss.txt
0C=Passed Level.txt
0D=Have Star.txt
0E=P-switch.txt
10=Into Keyhole.txt
11=Zoom In.txt
13=Welcome.txt
14=Done Bonus Game.txt
15=Rescue Egg.txt
;level header
$ED $80 $6D $2B
$ED $80 $7D $00
$F0
#0w250t62l16
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c2cd#6q7f@21v250y10o3[@21cr8@21c@29cr@21cr8^@21cr@29c@21cr8]13
[@29c]16
@21cr8@21c@29cr@21cr8^@21cr@29c@21c[r8@21cr8@21c@29cr@21cr8^@21cr@29c@21c]14
r4^8[@29c]6
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