The Great Metroid Construction Collaboration Hunt - Post your resources here!

Started by Zhs2, July 20, 2009, 07:55:03 PM

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Smiley

All the scroll PLMs lately, huh? Here's another:

Compressed scroll PLM

Overwrites PLM $B707, ie. the unused solid scroll PLM. Use like a regular scroll PLM, but the data format is different:
Each byte encodes a screen and a scroll color. The highest 6 bits define the screen, the lowest 2 bits define the scroll. FC is used as the terminator byte.

SUPERMETROIDFTP

Legend of Zelda - Ocarina of Time - Lost Woods
Attached file list :Ver2019/03/24
[spoiler]

  • Legend_of_Zelda_-_Ocarina_of_Time_-_Lost_Woods.it  :Source file optimized for mITroid-v0.99.4
  • Legend_of_Zelda_-_Ocarina_of_Time_-_Lost_Woods.nspc :N-SPC Custom Music
  • Legend_of_Zelda_-_Ocarina_of_Time_-_Lost_Woods.spc :SNES SPC700 players
[/spoiler]

Note
[spoiler]

  • Will reserve 1ch to 6ch for music performance.
  • When 8ch to 6ch is performed for sound effects, 6ch percussion will be silent.
  • Please refrain from Power-Bomb and Screw-Attack scenes.
[/spoiler]

SUPERMETROIDFTP

Into the Jungle
Attached file list  : Ver4.1 Ver4.2 [2019/03/24]
[spoiler]

       
  • Into_the_jungle_project_Ver4.2.it :Source file optimized for mITroid-v0.99.4
  • Into_the_jungle_project_Ver4.2.nspc :N-SPC Custom Music
  • Into_the_jungle_project_Ver4.2.spc :SNES SPC700 players
*Ver4.2 - It was corrected because 13 was incorrectly entered in instrument number 12.[/spoiler]

Note
[spoiler]

       
  • Will reserve 1ch to 6ch for music performance.
  • When 8ch to 6ch is performed for sound effects, 6ch percussion will be silent.
  • Please refrain from Power-Bomb and Screw-Attack scenes.
[/spoiler]

PHOSPHOTiDYL

Neat little map fix for those hackz that you can't fully scroll over, aka tetrafuse.
Puts a blank tile on each of the cornerz, so large mapz won't get cut off.

LoROM

;//[secret map fix][1A8000-1AFFFF][blank tile @ cornerz]
!mapbank = $B58000
ORG !mapbank+#$0000 : dw $0C00
ORG !mapbank+#$07C0 : dw $0C00
ORG !mapbank+#$083E : dw $0C00
ORG !mapbank+#$0FFE : dw $0C00

ORG !mapbank+#$1000 : dw $0C00
ORG !mapbank+#$17C0 : dw $0C00
ORG !mapbank+#$183E : dw $0C00
ORG !mapbank+#$1FFE : dw $0C00

ORG !mapbank+#$2000 : dw $0C00
ORG !mapbank+#$27C0 : dw $0C00
ORG !mapbank+#$283E : dw $0C00
ORG !mapbank+#$2FFE : dw $0C00

ORG !mapbank+#$3000 : dw $0C00
ORG !mapbank+#$37C0 : dw $0C00
ORG !mapbank+#$383E : dw $0C00
ORG !mapbank+#$3FFE : dw $0C00

ORG !mapbank+#$4000 : dw $0C00
ORG !mapbank+#$47C0 : dw $0C00
ORG !mapbank+#$483E : dw $0C00
ORG !mapbank+#$4FFE : dw $0C00

ORG !mapbank+#$5000 : dw $0C00
ORG !mapbank+#$57C0 : dw $0C00
ORG !mapbank+#$583E : dw $0C00
ORG !mapbank+#$5FFE : dw $0C00


Also, as an added bonus, new map room gfx.
Apply to any vanilla map room tileset.

SUPERMETROIDFTP

Slayer - Raining Blood (SM Custom Music)
This is an .nspc patch, edited to challenge the optimization limits of mITroid.
I made it to measure my current mITroid-v0.99.4 workmanship.
It is not an atmosphere that can be used for hacking, but it can be nspc patched.
Attached file list :Ver2019/03/29  ..[ Raining Blood (Slayer Original song) used. ]
[spoiler]

  • Slayer_-_Raining_Blood.it  :Source file optimized for mITroid-v0.99.4
  • Slayer_-_Raining_Blood.nspc :N-SPC Custom Music
  • Slayer_-_Raining_Blood.spc :SNES SPC700 players *SPC file Song is 2 min 42 sec in length.
[/spoiler]

Note
[spoiler]
Note 1

  • Will reserve 1ch to 6ch for music performance.
  • When 8ch to 6ch is performed for sound effects, 6ch tone will be silent.
  • Please refrain from Power-Bomb and Screw-Attack scenes.
NOTE 2  : About the noise that enters music

  • I used the 'Echo[S05-S08] switch' change technique.  However, due to its side effects, it was impossible to solve the problem of conspicuous noise entering.
  • In addition, an unknown noise enters between the instrument after percussion fade out.  I could not fix it.
  • Furthermore, the panning slider noise is included because it is full swinging the panning of a specific instrument.  I use it while knowing that noise enters.
  • The mITroid bug[Panning not reset] stands out especially in one place.  This bug inherits the panning of the end of the previous pattern.  However, I tried to fix it during hundreds of hours of .IT editing, but all failed.
[/spoiler]

SUPERMETROIDFTP

Super Mario Bros (SM Custom Music)
Attached file list :Ver03 2019/04/02
[spoiler]

  • Super_Mario_Bros_v03.it
  • Super_Mario_Bros_v03.nspc
  • Super_Mario_Bros_v03.spc

  • SM-tone_Mario-Bros_v03.it
  • SM-tone_Mario-Bros_v03.nspc
  • SM-tone_Mario-Bros_v03.spc
[.IT] = Source file optimized for mITroid-v0.99.4
[.NSPC] = N-SPC Custom Music
[.SPC] = SNES SPC700 players
[/spoiler]

Note
[spoiler]

  • Will reserve 1ch to 4ch for music performance.
  • Roughness of the "NES_tone instrument" waveform is noticeable but it is the specification.
  • I registered a very fast tempo to simulate "effect-dulay" that can not be reproduced with mITroid. Therefore, we can not reproduce faster tempo than this.
[/spoiler]

Mettyk25jigsaw

Hi Everybody:

Present for everyone.

Disengager Block Item asm.

What it does:
Makes an Item/s that will let you bomb a 2x2 non respawning block upon collecting the item/s. So Until such time as you
have the item/s, nothing will destroy it. But when you collect the item/s, it will be destroyed upon bombing the 2x2 block.
Only the normal bomb will destroy the block once item/s is collected. Power Bombs will not destroy the block.

There are 4 available options to chose from.

Options are:
1 Disengager Item
2 Disengager Items
3 Disengager Items
4 Disengager Items

Credit goes to Jam and Kejardon for their combined effort on the message box asm patch V4.

A readme and a how to install text files are included.

Here is a video of it in action inside spoiler. If you don't like the looks of the drawn graphics for the blocks which was done by me, by all means, go ahead and draw some yourselves, I don't mind if you change the looks of them, I am not too good at drawing graphics but I am sure they are a lot better than those horrible doors I drew in Metroid mission rescue originally, lol.

[spoiler]https://youtu.be/1n1KZ2CokgI[/spoiler]

Mentlegen

Remixed Music Time!

Here are a few tracks that either appeared in SM Exertion or were planned to appear.
Remixed Boss music (didn't appear)
Remixed Miniboss music
Remixed Escape Theme

Phantoon Busters
BONUS: Black on Blue (SLP)

nodever2

SM: Eye Door Charge Vulnerability

Hey guys, releasing my first custom ASM here! It's a super duper simple patch which makes left- and right-facing Eye Doors (Gadoras) vulnerable to charge beam, like they are in Zero Mission and Metroid Fusion. This was featured in my hack Metroid: The Blue Plague.

Since this patch also repoints the eye door's hit detection routine to freespace, it'd be super easy to make eye doors vulnerable to whatever you want with a little asm knowledge, especially if that is other beams.

Should be pretty self-explanatory! If you have any issues, please let me know. It uses about $2B bytes of free space in bank $84, change the label at the top of the file to change the location.

Special thanks to Kejardon, who really helped me understand these routines, to Smiley for pointing me in the right direction, and to Scyzer for helping me a bit with labels and stuff.
Need help? Just ask.
My Hacks | My Resources

SUPERMETROIDFTP

Green Brinstar - LOTW Melody Mixing (SM Custom Music)

About LOTW
[spoiler]
LOTW = Legacy of the Wizard
This is the game title when it was sold in the United States.

It was sold under the following title in Japan.
DS4 = Dragon Slayer IV Drasle Family
[/spoiler]

Melody used for reference

Attached file list :Ver2019/04/05
[spoiler]

  • Green_Brinstar_-_LOTW_Melody_Mixing.it  :Source file optimized for mITroid-v0.99.4
  • Green_Brinstar_-_LOTW_Melody_Mixing.nspc :N-SPC Custom Music
  • Green_Brinstar_-_LOTW_Melody_Mixing.spc :SNES SPC700 players
[/spoiler]

Note
[spoiler]
Note 1

  • Will reserve 1ch to 6ch for music performance.
  • When 8ch to 6ch is performed for sound effects, 6ch tone will be silent.
  • Please refrain from Power-Bomb and Screw-Attack scenes.
NOTE 2

  • I cut off some instrument waveforms because there was not enough space.
  • The expressive power is suppressed to the center to avoid the panning bug.
  • The Green Brinstar original song has multiple instrument numbers accessing a single waveform, but it can not be expressed with mITroid-v0.99.4 and I have made a compromise.
[/spoiler]

PHOSPHOTiDYL

Something to help solve your fx palette nightmarez...

;//[crateria]
ORG $8DEB3B : incbin glow_crt00.bin ;//[$011E bytez][06EB45/07][06EB5C/37/linesize=08/paloffset=04/R=10/G=10/B=10/heatglow][06EBEC/07][06EC03/1F/R=10/G=10/B=10/heatglow]
ORG $8DFCFD : incbin glow_crt01.bin ;//[$0104 bytez][06FD03/61/linesize=07/paloffset=04/R=1F/G=1F/B=1F/transition]
ORG $8DFE01 : incbin glow_crt02.bin ;//[$0126 bytez][06FE07/78/linesize=0B/paloffset=04/R=10/G=10/B=00/heatglow]
ORG $8DFA69 : incbin glow_crt03.bin ;//[$0158 bytez][06FA6F/29/linesize=03/paloffset=12/R=F8/G=F8/B=F0/heatglow][06FA77/37/linesize=04/paloffset=10]
;//=====[06FA81/0E/linesize=01/paloffset=16]
ORG $8DFBC1 : incbin glow_crt04.bin ;//[$009E bytez][06FBC7+06FBF9+06FC2B/0E/linesize=03/paloffset=04/R=10/G=10/B=00/fadeout]
ORG $8DFC5F : incbin glow_crt05.bin ;//[$009E bytez][06FC65+06FC97+06FCC9/0E/linesize=03/paloffset=04/R=08/G=08/B=00/fadeout]
ORG $8DFF27 : incbin glow_crt06.bin ;//[$00A2 bytez][06FF2D/36/linesize=05/paloffset=04/R=08/G=08/B=00/heatglow]
ORG $8DEFF7 : incbin glow_crt07.bin ;//[$0097 bytez][glow_brn02][06EFFD/11/linesize=03/paloffset=08/R=F0/G=F0/B=F0/fadeout][06F054/0B]

;//[brinstar][glow_brn02 = glow_crt07]
ORG $8DED99 : incbin glow_brn00.bin ;//[$0094 bytez][06ED9F/29/linesize=03/paloffset=04/R=F0/G=F0/B=F0/heatglow]
ORG $8DEED7 : incbin glow_brn01.bin ;//[$0120 bytez][06EEDD/6F/linesize=08/paloffset=04/R=F0/G=F0/B=F0/heatglow]
ORG $8DEE2D : incbin glow_brn03.bin ;//[$0098 bytez][06EE37/29/linesize=03/paloffset=04/R=F0/G=F0/B=F0/heatglow]

;//[norfair][glow_nrf00 = suitpalz]
ORG $8DF08E : incbin glow_nrf01.bin ;//[$0138 bytez][06F097/2F/linesize=03/paloffset=0D/R=F0/G=F8/B=F0/heatglow][06F09F/2F/linesize=02/paloffset=0F/R=F8/G=F0/B=F0/heatglow]
ORG $8DF1D1 : incbin glow_nrf02.bin ;//[$0108 bytez][06F1D7/2F/linesize=03/paloffset=0A/R=F0/G=F8/B=F0/heatglow][06F1DF/2F/linesize=02/paloffset=0C/R=F8/G=F0/B=F0/heatglow]
ORG $8DF2D9 : incbin glow_nrf03.bin ;//[$0108 bytez][06F2DF/2F/linesize=03/paloffset=0A/R=F0/G=F8/B=F0/heatglow][06F2E7/2F/linesize=02/paloffset=0C/R=F8/G=F0/B=F0/heatglow]
ORG $8DF3E1 : incbin glow_nrf04.bin ;//[$0108 bytez][06F3E7/2F/linesize=03/paloffset=0A/R=F0/G=F8/B=F0/heatglow][06F3EF/2F/linesize=02/paloffset=0C/R=F8/G=F0/B=F0/heatglow]

;//[wreckedship]
ORG $8DEAE2 : incbin glow_wrs00.bin ;//[$0048 bytez][06EAE8/0F/linesize=02/paloffset=04/R=F0/G=F0/B=F0/heatglow]

;//[maridia]
ORG $8DF4E9 : incbin glow_mar00.bin ;//[$0058 bytez][06F4EF/1F/linesize=08/paloffset=04][cyclepal]
ORG $8DF541 : incbin glow_mar01.bin ;//[$0038 bytez][06F547/0F/linesize=04/paloffset=04][cyclepal]
ORG $8DF579 : incbin glow_mar02.bin ;//[$00A8 bytez][06F57F/3F/linesize=08/paloffset=04/R=F0/G=F0/B=F0/transition]

;//[tourian][glow_trn00 = suitpalz]
;//ORG $8DF632 : incbin glow_trn01.bin ;//[part of glow_trn02]
ORG $8DF62A : incbin glow_trn02.bin ;//[$0106 bytez][06F63C/0A/linesize=01/paloffset=14/R=F8/G=F0/B=F0/heatglow][06F640/4C/linesize=07/paloffset=08/R=F0/G=F0/B=F0/heatglow]
ORG $8DF7A9 : incbin glow_trn03.bin ;//[$00E8 bytez][06F7AF/53/linesize=06/paloffset=04]
ORG $8DF891 : incbin glow_trn04.bin ;//[$00B0 bytez][06F897/37/linesize=04/paloffset=04/R=F0/G=F0/B=F8/heatglow]
ORG $8DF941 : incbin glow_trn05.bin ;//[$0128 bytez][06F94F/37/linesize=04/paloffset=0C/R=F8/G=F0/B=F0/heatglow][06F957/1B/linesize=02/paloffset=10/R=F0/G=F0/B=F0/heatglow]
;//=====[06F95D/0D/linesize=01/paloffset=12]
;//ORG $8DF949 : incbin glow_trn06.bin ;//[part of glow_trn05]

PHOSPHOTiDYL

Want to repoint that message bank to the end of bank $80??
Maybe move those $8D projectiles to your new free bank??

Just take this asm & move all those messagez wherever.
Requires $1639 bytez free space, messagez included as bin filez.

:lol:  :lol:  :lol:


Mettyk25jigsaw

Hi Everybody.

Screw attack doors:

Obvious, creates doors for screw attack reaction, only opens by screw attacking the door.

Making Speed Booster Doors too, which will be available in the next couple of days.

Free space Usage:

(PC ADDRESS)

2-7517.....2-76F5
1C-0094....1C-0120

Made compatible with my disengager block items, without having to do any
repointing of org's. If you still have data here above in free space
usage locations, you will still need to repoint the org's to somewhere
else.

NOTE:
If you screw attack a bottom screw attack door by landing on it in screw
attack mode, Samus will just land normally and door will not open. But
if you are standing on the screw attack door and then perform a screw
attack action, the door will open. All other direction doors only needs
Samus to touch the door while in screw attack mode for door to open.

IMPORTANT NOTE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
There is a gfx file that comes with this with my own drawn tiles, if you
like the doors, feel free to use them. But NEVER!! upload this file using
smile's import system, otherwise it will screw up your cre. You will
need to export your current cre gfx file from your rom yourself, then copy
and paste 'from' the gfx file already provided by me and paste it over 'to'
your exported gfx file and then import gfx file that you exported back
onto the rom. Do the copying and pasting by opening up already provided
gfx file and your exported gfx file together at the same time in a graphics
editor like tile layer pro for example. There are 2 door options to chose
from, 1 of them uses palette 1 (2nd palette), and the other uses palette 2
(third palette).

Picture of 2 different door drawings for you to chose from, should you chose to use doors in gfx file.


Mettyk25jigsaw

Hi Everybody.

Speed booster doors:

Obvious, creates doors for speed booster reaction, only opens by shinesparking the door.

Free space Usage:

(PC ADDRESS)

2-76F6.....2-78CA
1C-0121....1C-016E

Made compatible with my disengager block items and screw attack doors,
without having to do any repointing of org's. If you still have data
here above in free space usage locations, you will still need to
repoint the org's to somewhere else.

NOTE:
If you run in speed booster mode over a bottom speed booster door in
blue echoes mode, the door will open. All other direction doors
requires Samus to need to shinespark into the door in order for door
to open as speed boosting into the door by just running into it will
not open the other doors.

IMPORTANT NOTE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
There is a gfx file that comes with this with my own drawn tiles, if you
like the doors, feel free to use them. But NEVER!! upload this file using
smile's import system, otherwise it will screw up your cre. You will
need to export your current cre gfx file from your rom yourself, then copy
and paste 'from' the gfx file already provided by me and paste it over 'to'
your exported gfx file and then import gfx file that you exported back
onto the rom. Do the copying and pasting by opening up already provided
gfx file and your exported gfx file together at the same time in a graphics
editor like tile layer pro for example. There are 2 door options to chose
from, 1 of them uses palette 1 (2nd palette), and the other uses palette 2
(third palette).

Picture of 2 different door drawings for you to chose from, should you chose to use doors in gfx file.


PHOSPHOTiDYL

Here ya go. Uses the base five framez.
So it draws [HH/:/MM/:/SS] instead of [H/H/:/M/M].

Also moves clear time to make room. $0080 bytez bank $8B.


Jiffy

AM2R The Tower Tileset

Contains tilesheet, palette and tiletable. Can be imported straight into SMILE without any messing around with Tile Layer Pro.

Thanks to AM2R developers for creating the tileset originally.

[spoiler=Images]


[/spoiler]

PHOSPHOTiDYL

Multisavez

Button press to activate save stationz.

Also includes:
No saves if escape timer is running.
Map station to map screen, no message.
Energy station, no message.
Ammo station, no message.

Mentlegen

Nestroid "HD" Brinstar remix

How is there no remixed Nestroid music?
bruh

SUPERMETROIDFTP

Research Facility
Attached file list  : Ver1.0 [2019/07/31]
[spoiler]

       
  • Research_Facility(No_sound_effects).it :Source file optimized for mITroid-v0.99.4
  • Research_Facility(No_sound_effects).nspc :N-SPC Custom Music
  • Research_Facility(No_sound_effects).spc :SNES SPC700 players
*The following should be optimized for Wrecked Ship.

       
  • Research_Facility(WS_sound_effects_available).it :Source file optimized for mITroid-v0.99.4
  • Research_Facility(WS_sound_effects_available).nspc :N-SPC Custom Music
  • Research_Facility(WS_sound_effects_available).spc :SNES SPC700 players
[/spoiler]

Note
[spoiler]

       
  • Will reserve 1ch to 6ch for music performance.
  • When 8ch to 6ch is performed for sound effects, 6ch percussion will be silent.
  • Please refrain from Power-Bomb and Screw-Attack scenes.
[/spoiler]

albert v.

It does sounds good! You're just getting better and better! Nice work!

Steel Sparkle

Quote from: Mentlegen on July 30, 2019, 08:28:30 PM
Nestroid "HD" Brinstar remix

How is there no remixed Nestroid music?
bruh
Okay thats a pretty sweet remix, mind shooting me a PM or posting up an MP3 or SPC so i can jam out to this when im in the mood for music?

PHOSPHOTiDYL

Yet another skip intro saves work asm.

This one lets you set area & save to start from, & works with the hex map hi-lite too.
Also includes the ship landing sequence.

Don't make a new save w/o resetting the console, or the old map exp will be copied.
It's written in notepad++ w/ blackfalcon's stylesheet, so format is off in notepad.

I can't improve any further, ship landing works without the skip ceres patches.

;=======================================================;;==============================;
lorom

!location = #$0000 ;//[$079f]
!areasave = #$0000 ;//[$078b]
!savegame = $818000
!loadgame = $818085

org $82eeb4 ;//.....[skip intro & ceres w/no ingame errorz]
skipintrosaves: ;//[$003b bytez]
stz $0de2 : lda $09da : bne + ;//[timer check]
lda !location : sta $079f : lda !areasave : sta $078b ;//[location/areasave]
lda $09e4 : sta $7ed802 : lda $09ea : sta $7ed808 ;//[]
lda $09e2 : sta $7ed800 ;//[]
lda #$0022 : sta $7ed914 ;//[land on zebes!!]
+ lda $09da : inc a : sta $09da ;//[special lock]
lda #$0014 : jsl $8081fa ;//[giantmetroid??]
lda $0952 : jsl !savegame ;//[jsl $818000][new save code in same space]
lda $0952 : jsl !loadgame
jsl $80858c : lda #$0005 : sta $0998 ;//[gamestate_05/loadareamap]
lda $7ED918 : sta $0950 ;//[hexmaphighlite]
rts : padbyte $ff : pad $82ef18 ;//[$0006 bytez]
;=======================================================;;==============================;

Cpt.Glitch

#1122
A patch that removes the forced Chozo statues with every item. Allows for quite a few neat things.
https://youtu.be/wljpJZGycjk

nodever2

Hello all! Yesterday I decided to research animated tiles. I wanted to share my findings, so I wrote an asm file that contains a tutorial as well as example code that you can apply to your ROM, with the hopes of teaching you how to make your own animated tiles if you don't already know how.

Hope it helps someone!
Need help? Just ask.
My Hacks | My Resources

PHOSPHOTiDYL

Creditz for this patch goto insom, quote58, & blackfalcon.

Another boostball patch!!

What's so special about this one??

Bomb spread is disabled, so you can hold morph while charged.
Collect the item, charge up, morph down, & blow through some enemies.

Only $007e bytez in bank $90, & another skipintro patch for quick testing!! :yay: :yay: :yay:

UPDATE:
Got another bb patch, this one is more native, based on the speedboost while morphed hex tweaks.
$8c bytez bank $90, speedball is completely seperate from having speedbooster equipped.

lorom

;==============================;;==============================;;==============================;;==============================;
;------------------------------;;------------------------------;;------------------------------;;------------------------------;
!button = $09b2 ;//[$09b2=fire]
!chargetimer = $0cd0 ;//[chargetimer]
!chargevalue = #$003c ;//[chargevalue]
!pose = #$1100 ;//[#$0400=morph/#$1100=spring]
;------------------------------;;------------------------------;
;//.....[bombspread removal]
ORG $90C0C2 : BIT $09B2 ;//[morphchargenospread]
ORG $90C0D0 : CLC : RTS : nop #5 ;//[morphchargenospread]
ORG $90B852 : BRA $31 ;//[chargefireshotfix]

;//.....[after button check]
org $908542 : jsr boostball2 ;bit $09b6
org $90854d : jsr boostball0 ;and #$00ff ;//[000f][beq]

;//.....[prior button check]
org $909774 : jsr boostball0 ;and #$00ff ;//[000f]]beq]
org $909781 : jsr boostball3 ;and $09b6

;//.....[boostball no speedboost]
org $9084ff : lda $09a2 : jsr boostball1 ;jsr boostball00 ;//[]
org $908558 : lda $09a2 : jsr boostball1 ;jsr boostball00 ;//[after run check]
org $909789 : lda $09a2 : jsr boostball1 ;jsr boostball00 ;//[after run check]
org $909919 : lda $09a2 : jsr boostball1 ;jsr boostball00 ;//[]
org $9099a6 : lda $09a2 : jsr boostball1 ;jsr boostball00 ;//[]

org $90f63a ;//[$008c bytez]
boostball0:
pha : lda $0a1e : and #$ff00 : cmp !pose : beq + : pla : and #$00ff : rts
+ lda !chargetimer : cmp !chargevalue : bpl + : pla : and #$00ff : rts
+ pla : and #$000f : rts ;//[this increasez speed]
boostball1:
pha : lda $0a1e : and #$ff00 : cmp !pose : beq + : pla : bit #$2000 : rts
+ lda !chargetimer : cmp !chargevalue : bpl + : pla : bit #$2000 : rts
+ pla : bit #$0002 : rts ;//[this is speedboost goodiez]
boostball2:
pha : lda $0a1e : and #$ff00 : cmp !pose : beq + : pla : bit $09b6 : rts
+ lda !chargetimer : cmp !chargevalue : bpl + : pla : bit $09b6 : rts
+ pla : bit !button : rts ;//[this increasez speed]
boostball3:
pha : lda $0a1e : and #$ff00 : cmp !pose : beq + : pla : and $09b6 : rts
+ lda !chargetimer : !chargevalue : bpl + : pla : and $09b6 : rts
+ pla : and !button : rts ;//[this increasez speed]
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