19
inverted.asm
19
inverted.asm
@@ -202,6 +202,7 @@ MirrorBonk:
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; otherwise fall through to .normal
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PHX : PHP
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PHB : PHK : PLB
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LDA $8A : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
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REP #$30
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LDX #$0000
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.loop
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@@ -222,7 +223,7 @@ MirrorBonk:
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BRA .forceBonk
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++
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TXA : !ADD #$0008 : CMP #$0038 : BEQ .endLoop
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TXA : !ADD #$0008 : CMP #$0080 : BEQ .endLoop
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TAX
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BRA .loop
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.endbonkRectanglesTable
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@@ -237,11 +238,19 @@ JML.l MirrorBonk_NormalReturn
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JML.l MirrorBonk_BranchGamma
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.bonkRectanglesTable
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;X1 X2 Y1 Y2
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;X1 X2 Y1 Y2
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dw #$0876, #$09E4, #$0632, #$06C5 ;CastleTopRight
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dw #$062A, #$0769, #$0616, #$067C ;CastleTopLeft
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dw #$071C, #$082F, #$08D6, #$094D ;Castle Bridge
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dw #$02EF, #$0321, #$0C16, #$0CA2 ;Desert (Mazeblock cave)
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dw #$033B, #$041A, #$0E3E, #$0EE2 ;Desert1
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dw #$03B6, #$041A, #$0EB8, #$0FB0 ;Desert2
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dw #$0386, #$03C5, #$0EE5, #$0F2A ;Desert3
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dw #$0048, #$008F, #$0B10, #$0B48
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dw #$0358, #$0440, #$0E08, #$0ED0
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dw #$03B8, #$0420, #$0ED0, #$0FE8
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dw #$0360, #$03C8, #$0EC0, #$0F20
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dw #$0C68, #$0D00, #$0D78, #$0DC8
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dw #$0F30, #$0F80, #$0618, #$0660
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dw #$0E28, #$0E78, #$0298, #$02E8
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dw #$0F10, #$0F80, #$01F8, #$0238
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dw #$0AA8, #$0B90, #$02C8, #$0320
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dw #$0D18, #$0D80, #$0040, #$0070
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dw #$0EF0, #$0F30, #$0120, #$0160
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||||
|
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Reference in New Issue
Block a user