lorom ;always needed org $90BECF ;projectile spawning routine JSR $F640 ;jump to free space org $90F640 LDA $09A4 ;load equipped items BIT #$0010 ;check for super missile plm BEQ MISSILE ;if not, shoot a normal missile LDA #$0002 ;if so, load the super missile spawning routine RTS ;exit this routine MISSILE: LDA #$0001 ;load the missile spawning routine RTS ;exit org $8489E6 ;HUD icon drawing address for super missiles NOP ;takes away the JSL to drawing routine NOP NOP NOP org $8489D2 JSR $F0B0 ;JSR to free space NOP : NOP : NOP ;getting rid of all the stuff that's not useful anymore NOP : NOP : NOP NOP : NOP : NOP NOP : NOP : NOP NOP : NOP : NOP NOP : NOP org $84F0B0 LDA $09A4 ;load the item array ORA #$0010 ;turn on the first unused bit STA $09A4 ;store it back to the item array RTS org $809D72 : DB $1C : org $809A2A : DB $1C ;all the hex tweaks for ;shifting the HUD icons over org $809B26 : DB $9C : org $809C50 : DB $9C ;1st line - PB icon/highlight ;2nd - PB counter org $809D74 : DB $22 : org $809A3A : DB $22 ;3rd - grapple icon/highlight ;4th - Xray icon/highlight org $809A4A : DB $28 : org $809D76 : DB $28 ;5th/6th same as first 2 but ;for SM icon and counter org $809A1A : DB $2E : org $809D70 : DB $2E org $809B15 : DB $A2 : org $809C27 : DB $A2