RELAY FLAG (double-turn in battle) ---------------------------------- ORIG: C2/A08C 20 5A A3 JSR $A35A NEW: C2/A08C 4C 00 FA JMP $FA00 $C2/FA00 AF 00 FC 7E LDA $7EFC00 ;load monster's mortal status 89 C0 00 BIT #$00C0 ;check if dead F0 3F BEQ $3F ;branch if not dead AF 80 FC 7E LDA $7EFC80 89 C0 00 BIT #$00C0 F0 36 BEQ $36 AF 00 FD 7E LDA $7EFD00 89 C0 00 BIT #$00C0 F0 2D BEQ $2D AF 80 FD 7E LDA $7EFD80 89 C0 00 BIT #$00C0 F0 24 BEQ $24 AF 00 FE 7E LDA $7EFE00 89 C0 00 BIT #$00C0 F0 1B BEQ $1B AF 80 FE 7E LDA $7EFE80 89 C0 00 BIT #$00C0 F0 12 BEQ $12 AF 00 FF 7E LDA $7EFF00 89 C0 00 BIT #$00C0 F0 09 BEQ $09 AF 80 FF 7E LDA $7EFF80 89 C0 00 BIT #$00C0 D0 28 BNE $28 AF F0 FF 7F LDA $7EFFF0 ;load one-time limit flag C9 01 00 CMP #$0001 ;check if second turn F0 1F BEQ $1F ;branch if at second turn A6 C8 LDX $C8 ;load current character slot to X BF 1E 00 7E LDA $7E001E,x ;load equipped accessory from X C9 A7 00 CMP #$00A7 ;check if Relay Flag D0 14 BNE $14 ;branch if not BF 44 00 7E LDA $7E0044,x ;load turn 09 10 00 ORA #$0010 ;set double-turn bit 9F 44 00 7E STA $7E0044,x A9 01 00 LDA #$0001 ;set one-time limit flag 8F F0 FF 7F STA $7FFFF0 80 07 BRA $07 A9 FF FF LDA #$FFFF ;null one-time limit flag 8F F0 FF 7F STA $7FFFF0 A6 54 LDX $54 20 5A A3 JSR $A35A 4C 8F A0 JMP $A08F KURIBO'S SHOE ------------- ORIG: C0/14F6 A0 6C 00 LDY #$006C 80 03 BRA $03 NEW: C0/14F6 5C A0 FA C2 JMP $C2FAA0 EA NOP $C2/FAA0 AF 0E F8 7F LDA $7FF80E ;load Mario's equipped accessory C9 AA CMP #AA ;check if Kuribo's Shoe F0 20 BEQ $20 ;branch if it is AF 22 F8 7F C9 AA F0 18 AF 36 F8 7F C9 AA F0 10 AF 4A F8 7F C9 AA F0 08 AF 5E F8 7F C9 AA D0 07 A0 D8 00 LDY #$00D8 ;load extended jumping height 5C FE 14 C0 JMP $C014FE ;return to code A0 6C 00 LDY #$006C ;load original jumping height 5C FE 14 C0 JMP $C014FE ;return to code RUBBER SHOES ------------ (1st range) ORIG: C2/6713 A0 01 00 LDY #$0001 NEW : C2/6713 4C 00 FB JMP $FB00 $C2/FB00 AE 50 07 LDX $0750 ;load current character slot to X BF 1E 00 7E LDA $7E001E,x ;load equipped accessory 29 FF 00 AND #$00FF ;isolate C9 A8 00 CMP #$00A8 ;check if Rubber Shoes F0 06 BEQ $06 ;branch if it is A0 01 00 LDY #$0001 4C 16 67 JMP $6716 A0 01 00 LDY #$0001 A9 1E 00 LDA #$001E ;load 30 frame range 4C 18 67 JMP $6718 (2nd range) ORIG: C2/672D A0 02 00 LDY #$0002 NEW : C2/672D 4C 30 FB JMP $FB30 $C2/FB30 AE 50 07 LDX $0750 BF 1E 00 7E LDA $7E001E,x 29 FF 00 AND #$00FF C9 A8 00 CMP #$00A8 F0 06 BEQ $06 A0 02 00 LDY #$0002 4C 30 67 JMP $6730 A0 02 00 LDY #$0002 A9 00 1E LDA #$001E 4C 32 67 JMP $6732 PYRO GLOVES ----------- (maximum # of fireballs) ORIG: $C2/2C7C 20 B2 29 JSR $29B2 NEW: $C2/2C7C 4C 60 FB JMP $FB60 $C2/FB60 AF 0E F8 7F LDA $7FF80E C9 AD 00 CMP #$00AD D0 0B BNE $0B ;branch if Pyro Gloves not equipped A9 80 00 LDA #$0040 85 E2 STA $E2 20 B2 29 JSR $29B2 4C 7F 2C JMP $2C7F B7 60 85 E2 20 B2 29 4C 7F 2C ORIG: $C2/2C87 C7 EA CMP [$EA] NEW: $C2/2C87 C5 E2 CMP $E2 (1st range between fireballs) ORIG: C2/6792 4C 5F 0C JMP $0C5F NEW: C2/6792 4C 90 FB JMP $FB90 $C2/FB90 AF 0E F8 7F LDA $7FF80E C9 AD 00 CMP #$00AD D0 0A BNE $0A A9 04 00 LDA #$0004 9F 06 00 40 STA $400006 4C 5F 0C JMP $0C5F A9 07 00 LDA #$0007 9F 06 00 40 STA $400006 4C 5F 0C JMP $0C5F (2nd range) ORIG: C2/67B3 1A INC C2/67B4 0A ASL C2/67B5 85 E0 STA $E0 NEW: C2/67B3 4C C0 FB JMP $FBC0 C2/67B6 EA NOP $C2/FBC0 AF 0E F8 7F LDA $7FF80E C9 AD 00 CMP #$00AD D0 0A BNE $0A A9 04 00 LDA #$0004 1A INC 0A ASL 85 E0 STA $E0 4C B7 67 JMP $67B7 A9 07 00 LDA #$0007 1A INC 0A ASL 85 E0 STA $E0 4C B7 67 JMP $67B7 RELAY FLAG (check if monsters are dead) --------------------------------------- ORIG: $C2/2717 20 DF 07 JSR $07DF NEW: $C2/2717 4C 00 FC JMP $FC00 $C2/FC00 AF 00 FC 7E 89 C0 00 F0 53 AF 80 FC 7E 89 C0 00 F0 4A AF 00 FD 7E 89 C0 00 F0 41 AF 80 FD 7E 89 C0 00 F0 38 AF 00 FE 7E 89 C0 00 F0 2F AF 80 FE 7E 89 C0 00 F0 26 AF 00 FF 7E 89 C0 00 F0 1D AF 80 FF 7E 89 C0 00 D0 06 20 DF 07 4C 1A 27 AE 04 07 BD 50 07 AA BF 44 00 7E 29 EF 00 9F 44 00 7E 20 DF 07 4C 1A 27 RELAY FLAG (the running part) ----------------------------- ORIG: $C0/B7FD 29 07 AND #$07 $C0/B7FF F0 2C BEQ NEW: $C0/B7FD 5C 80 FC C2 JMP $C2FC80 $C2/FC80 29 07 F0 04 5C 01 B8 C0 E0 00 60 D0 46 AF 0E F8 7F C9 A7 F0 20 AF 22 F8 7F C9 A7 F0 18 AF 36 F8 7F C9 A7 F0 10 AF 4A F8 7F C9 A7 F0 08 AF 5E F8 7F C9 A7 D0 12 AF 0D F8 7F C9 95 D0 04 A9 10 80 02 A9 20 5C 2F B8 C0 AF 0E F8 7F C9 95 D0 04 A9 08 80 02 A9 10 5C 2F B8 C0 CEMENT CAP ---------- (Mario changes to grey when entering an area) ORIG: $C0/87E6 AA TAX C8 INY C8 INY A9 1D 00 LDA #$001D NEW: $C0/87E6 5C 00 FD C2 JMP $C2FD00 $C2/FD00 AF 0E F8 7F 29 FF 00 C9 95 00 D0 14 B5 00 C9 98 79 D0 03 69 1D 00 AA C8 C8 A9 1D 00 5C EC 87 C0 B5 00 AA C8 C8 A9 1D 00 5C EC 87 C0 (disable object interaction) $C2/FD40 AF 0E F8 7F C9 95 D0 10 B5 59 29 F0 C9 80 F0 08 A9 00 85 80 5C 2C CD C9 B5 59 29 F0 5C 2C CD C9 (Mario changes grey when closing menu after equipping item) ORIG: $C0/09DB E2 20 SEP #$20 $C0/09DD AB 60 PLB NEW: $C0/09DB 5C 70 FD C2 JMP $C2FD70 $C2/FD70 AF 0E F8 7F 29 FF 00 C9 95 00 D0 13 A0 02 21 A2 B6 79 A9 1D 00 54 7E E5 E2 20 AB 5C 75 08 C0 A0 02 21 A2 98 79 A9 1D 00 54 7E E5 E2 20 AB 5C 75 08 C0 (Mario can walk on molten lava) ORIG: $C0/C1B3 D9 00 00 CMP #$0000 $C0/C1B6 08 PHP NEW: $C0/C1B3 5C C0 FD C2 JMP $C2FDC0 $C2/FDC0 C0 0B 40 D0 11 AF 0E F8 7F 29 FF 00 C9 95 00 D0 05 08 5C B9 C1 C0 B5 00 D9 00 00 08 5C B7 C1 C0 EXIT FIELDS ----------- Mario's Pipehouse (1D3AD6) 10 A0 81 11 00 0C 22 61 81 24 A1 82 07 04 06 6F 60 81 Rooms 1-4 (1D72E0) 25 A1 04 69 05 05 58 E1 81 24 A1 04 59 01 04 6A 63 81 27 A1 01 4C 01 06 2F A1 01 26 A1 07 49 0A 18 25 A3 01 25 A1 18 26 02 08 49 28 01 27 A1 0C 1C 06 09 1A 66 81 25 A1 07 30 A1 01 4D 21 01 26 A1 09 17 06 0D 1C E5 81 28 A1 01 19 0B 0C 1D A6 01 LAYOUTS ------- 4D FE 81 2E 0F 3A 00 00 00 00 00 00 00 00 00 00 00 00 4D FE 80 19 1A 2D 00 00 00 00 00 00 00 00 00 00 00 00 4D FE 96 00 33 17 00 00 00 00 00 00 00 00 00 00 00 00 4D FE 81 00 14 18 00 00 00 00 00 00 00 00 00 00 00 00