LoadUnderworldSprites: STA.b Scrap00 ; part one of what we replaced LDA.w #UWSpritesData>>16 : STA.b Scrap02 ; set the bank to 28 for now LDA.w $048E RTL GetSpriteSlot16Bit: LDA.b Scrap03 : AND.w #$00FF ASL A TAY RTL GeldmanDrawOverride: PLA : PLA : PLA ; fix the call stack LDA.l DRFlags+1 : AND.b #$08 : BEQ .vanilla LDA.b #$01 STA.w $0DC0,X JML Sprite_4C_Geldman_do_indeed_draw .vanilla JSL Sprite_PrepOAMCoordLong JML Sprite_4C_Geldman_continue StalfosKnightDrawOverride: LDA.l DRFlags+1 : AND.b #$08 : BEQ .vanilla JSL Sprite_PrepOAMCoordLong LDA.b #$12 JML Sprite_DrawShadowLong .vanilla JSL Sprite_PrepOAMCoordLong RTL BlobDrawOverride: PLA : PLA : PLA ; fix the call stack LDA.l DRFlags+1 : AND.b #$08 : BEQ .vanilla LDA.b #$05 STA.w $0DC0,X JML SpriteDraw_Blob_head_popping_out .vanilla JSL Sprite_PrepOAMCoordLong JML SpriteDraw_Blob_bad_gfx