I have also fix several problems where sprites ignore $7E009D with this patch.
Give thanks to RPG hacker for working on Asar.
Give thanks to RPG hacker for working on Asar.
CODE_01A87E: 9C D2 18 STZ.W $18D2 [...](<- Note that the above address is in a subroutine, thats how it reads in that order.) CODE_01A84B: EE D2 18 INC.W $18D2
CODE_029FFF: BD 15 17 LDA.W RAM_ExSpriteYLo,X CODE_02A002: 38 SEC CODE_02A003: F9 A2 9F SBC.W DATA_029FA2,Y CODE_02A006: 9D 15 17 STA.W RAM_ExSpriteYLo,X ;conveyor glitch?
header : lorom org $029FF8 autoclean JSL fire_fix freecode fire_fix: TAY CPY #$0C ;this is what causes the fireballs to warp BNE + ;wrong index = boom LDY #$01 ;or weird bugs BRA ++ + CPY #$FC ;this value too BNE ++ LDY #$07 ;make them use the steep slope settings ++ LDA.w $9F99,y RTL
SubHorizPos: A0 00 LDY.B #$00 CODE_01AD32: A5 D1 LDA $D1 CODE_01AD34: 38 SEC CODE_01AD35: F5 E4 SBC RAM_SpriteXLo,X CODE_01AD37: 85 0F STA $0F CODE_01AD39: A5 D2 LDA $D2 CODE_01AD3B: FD E0 14 SBC.W RAM_SpriteXHi,X CODE_01AD3E: 10 01 BPL Return01AD41 CODE_01AD40: C8 INY Return01AD41: 60 RTS ; Return
CODE_02D4FA: A0 00 LDY.B #$00 CODE_02D4FC: A5 94 LDA RAM_MarioXPos CODE_02D4FE: 38 SEC CODE_02D4FF: F5 E4 SBC RAM_SpriteXLo,X CODE_02D501: 85 0F STA $0F CODE_02D503: A5 95 LDA RAM_MarioXPosHi CODE_02D505: FD E0 14 SBC.W RAM_SpriteXHi,X CODE_02D508: 10 01 BPL Return02D50B CODE_02D50A: C8 INY Return02D50B: 60 RTS ; Return