LoadOverworldSprites: ; restore code STA.b Scrap01 ; 85 01 LDY.w #$0000 ; A0 00 00 ; set bank LDA.b #$09 : STA.b Scrap02 ; default is bank 9 RTL ; return A = $03 for post-aga enemies, $02 for pre-aga enemies, else rain state enemies Overworld_LoadSprites_Decision: PHY : SEP #$10 JSL ClearSpriteData_shared REP #$10 : PLY LDA.l ProgressIndicator ; what we wrote over RTL