This is an ongoing document that will occasionally be updated whenever I fool around with tracing and hex. I'm not sure how helpful this will be to anyone, but I suppose it's all worth noting - a brief description of when breakpoints activate at the LoROM addresses for groups of bytes that I come across. Keep in mind that it's very likely (in fact, certain) that I will overlook specific details along the way in some of them. Nonetheless, I hope that once this TXT file gets big enough, it'll eliminate some of the legwork for people who need to find data. For those who may not know, the $##/#### addresses shown on the very left are LoROM. To get to these addresses in a hex editor, you will need to convert them to PC file addresses. "Lunar Address" by FuSoYa is a great tool for this if you don't know the formula for doing it in your head. A quick example, "$A0/97B8 AD 6E 0A " - By entering A097BB in the SNES LoROM box, the PC file address box should then tell you that it converts to 1017BB. Go to offset 1017BB in your hex editor of choice (I use "HxD"), and you will see the bytes AD 6E 0A. There you have it. I'll organize these better once this documentation grows enough to be certifiably "big as shit." ---------- Breakpoints on every frame that missiles/beams are on-screen once they reach their maximum speed. (Exec) $A0/97B8 AD 6E 0A LDA $0A6E [$A0:0A6E] $A0/97BB F0 02 BEQ $02 [$97BF] $A0/97BF 9C A6 18 STZ $18A6 [$A0:18A6] $A0/97C2 AD A6 18 LDA $18A6 [$A0:18A6] $A0/97C5 0A ASL A $A0/97C6 A8 TAY $A0/97C7 B9 2C 0C LDA $0C2C,y[$A0:0C2C] $A0/97CA D0 03 BNE $03 [$97CF] $A0/97CF B9 18 0C LDA $0C18,y[$A0:0C18] $A0/97D2 89 00 80 BIT #$8000 $A0/97D5 D0 08 BNE $08 [$97DF] $A0/97DF 4C 84 98 JMP $9884 [$A0:9884] $A0/9884 EE A6 18 INC $18A6 [$A0:18A6] $A0/9887 AD A6 18 LDA $18A6 [$A0:18A6] $A0/988A CD 7C 18 CMP $187C [$A0:187C] $A0/988D F0 03 BEQ $03 [$9892] $A0/988F 4C C2 97 JMP $97C2 [$A0:97C2] $A0/97CC 4C 84 98 JMP $9884 [$A0:9884] $A0/9892 AB PLB $A0/9893 6B RTL ---------- ---------- Breakpoints on many of the frames after Samus' pose changes while falling. This pose change is initiated when she fires a missile/beam in the air, leaves the spinning jump animation, and probably some other ways. (Exec) $90/84C7 C8 INY $90/84C8 B7 00 LDA [$00],y[$91:B225] $90/84CA 29 FF 00 AND #$00FF $90/84CD 85 12 STA $12 [$00:0012] $90/84CF AD 96 0A LDA $0A96 [$91:0A96] $90/84D2 38 SEC $90/84D3 E5 12 SBC $12 [$00:0012] $90/84D5 8D 96 0A STA $0A96 [$91:0A96] $90/84D8 A8 TAY $90/84D9 38 SEC $90/84DA 60 RTS ---------- ---------- Breakpoints when Samus turns from left to right while in a spinning jump, and for every frame that right is being held until she lands; releasing right causes the breakpoints to stop, and pressing it again makes them resume. (Exec) $90/9D8F 9C 02 0B STZ $0B02 [$90:0B02] $90/9D92 22 F0 A8 A0 JSL $A0A8F0[$A0:A8F0] $90/9D96 AA TAX $90/9D97 D0 19 BNE $19 [$9DB2] $90/9D99 A5 12 LDA $12 [$00:0012] $90/9D9B 49 FF FF EOR #$FFFF $90/9D9E 85 12 STA $12 [$00:0012] $90/9DA0 A5 14 LDA $14 [$00:0014] $90/9DA2 49 FF FF EOR #$FFFF $90/9DA5 1A INC A $90/9DA6 85 14 STA $14 [$00:0014] $90/9DA8 D0 02 BNE $02 [$9DAC] $90/9DAA E6 12 INC $12 [$00:0012] $90/9DAC 22 7F 96 94 JSL $94967F[$94:967F] $94/9657 49 FF FF EOR #$FFFF $94/965A 85 12 STA $12 [$00:0012] $94/965C A5 14 LDA $14 [$00:0014] $94/965E 49 FF FF EOR #$FFFF $94/9661 1A INC A $94/9662 85 14 STA $14 [$00:0014] $94/9664 D0 02 BNE $02 [$9668] $94/9666 E6 12 INC $12 [$00:0012] $90/9DB0 90 C5 BCC $C5 [$9D77] ---------- ---------- Breakpoints on 1 frame when Samus turns from left to right while in a spinning jump. (Exec) $91/F645 C9 04 00 CMP #$0004 $91/F648 D0 35 BNE $35 [$F67F] $91/F64A AD 1E 0A LDA $0A1E [$91:0A1E] $91/F64D C9 08 03 CMP #$0308 $91/F650 F0 0A BEQ $0A [$F65C] ---------- ---------- Breakpoints on 1 frame as Samus switches from water to air physics while spinjumping. (Exec) $90/80AE A9 30 00 LDA #$0030 $90/80B1 22 49 90 80 JSL $809049[$80:9049] ---------- Breakpoints on every frame that a missile is in the air after being fired straight up/down until the exact frame that it impacts with a ceiling or floor. (Exec) $90/AFC7 AE DE 0D LDX $0DDE [$90:0DDE] $90/AFCA 22 D9 A4 94 JSL $94A4D9[$94:A4D9] $90/AFCE 60 RTS ---------- ---------- Breakpoints on 2 frames as any beam/charged shot/missile/super missile is fired straight up. (Exec) $90/B218 A6 12 LDX $12 [$00:0012] $90/B21A AD B1 0D LDA $0DB1 [$90:0DB1] $90/B21D 89 00 FF BIT #$FF00 $90/B220 D0 04 BNE $04 [$B226] $90/B222 64 12 STZ $12 [$00:0012] $90/B224 80 07 BRA $07 [$B22D] $90/B22D A5 16 LDA $16 [$00:0016] $90/B22F 49 FF FF EOR #$FFFF $90/B232 1A INC A $90/B233 18 CLC $90/B234 65 12 ADC $12 [$00:0012] $90/B236 9D F0 0B STA $0BF0,x[$90:0BF2] $90/B239 9E DC 0B STZ $0BDC,x[$90:0BDE] $90/B23C 60 RTS ---------- ---------- Breakpoints on every frame for as long as Samus is aiming straight up if missiles, super missiles, or grappling beam are selected, beginning on the exact frame that the aim-up button is pressed (in air or on ground). (Exec) $90/C6A4 B9 02 00 LDA $0002,y[$90:CA07] $90/C6A7 29 7F 00 AND #$007F $90/C6AA 0A ASL A $90/C6AB AA TAX $90/C6AC 98 TYA $90/C6AD 18 CLC $90/C6AE 69 04 00 ADC #$0004 $90/C6B1 85 16 STA $16 [$00:0016] $90/C6B3 80 07 BRA $07 [$C6BC] $90/C6D4 09 00 FF ORA #$FF00 $90/C754 C8 INY $90/C755 C8 INY $90/C756 B9 00 00 LDA $0000,y[$90:CA07] $90/C759 29 7F 00 AND #$007F ---------- ---------- Breakpoints every once in awhile, seemingly at random when any beam/charged shot/missile/super missile is fired and set to collide with a solid surface visible on-screen; never breakpoints if the shots fired are going off-screen. (Exec) $80/9104 A2 00 LDX #$00 ---------- ---------- Breakpoints on 1 frame when turning left/right, aiming up/down/at an angle, initiating a jump, and moving left/right (including while in morph ball form). Breakpoints constantly if standing against a wall while facing it and holding and holding that direction (except while in morph ball form). (Exec) $91/EFC3 60 RTS *** NMI *** IRQ ---------- ---------- Breakpoints on 1 frame when Samus lands on the ground, except when landing from a spinning jump. (Exec) $91/E968 C9 14 00 CMP #$0014 $91/E96B F0 6B BEQ $6B [$E9D8] $91/E96D AD 1C 0A LDA $0A1C [$91:0A1C] $91/E970 0A ASL A $91/E971 0A ASL A $91/E972 0A ASL A $91/E973 AA TAX $91/E974 BD 2C B6 LDA $B62C,x[$91:B8B4] $91/E977 29 FF 00 AND #$00FF $91/E97A C9 FF 00 CMP #$00FF $91/E97D F0 3E BEQ $3E [$E9BD] $91/E97F C9 02 00 CMP #$0002 $91/E982 F0 17 BEQ $17 [$E99B] $91/E99B A5 8B LDA $8B [$00:008B] $91/E99D 2C B2 09 BIT $09B2 [$91:09B2] $91/E9A0 F0 F1 BEQ $F1 [$E993] $91/E993 BD 2C B6 LDA $B62C,x[$91:B8B4] $91/E996 29 FF 00 AND #$00FF $91/E999 80 EE BRA $EE [$E989] $91/E989 0A ASL A $91/E98A AA TAX $91/E98B BD F3 E9 LDA $E9F3,x[$91:E9F7] $91/E98E 8D 28 0A STA $0A28 [$91:0A28] $91/E991 18 CLC $91/E992 60 RTS $91/E984 C9 07 00 CMP #$0007 $91/E987 F0 12 BEQ $12 [$E99B] ---------- ---------- Breakpoints on 1 frame when crouching, morphing, de-morphing, uncrouching, turning left/right, moving left/right, stopping, jumping, landing, aiming up/angled up/angled down, releasing the aim buttons, reaching maximum bomb jump height, and when falling off of a ledge. Probably some other control-based things I missed. (Exec) $91/F413 20 AE FD JSR $FDAE [$91:FDAE] $91/F416 22 33 F4 91 JSL $91F433[$91:F433] $91/F41A 22 BB FB 91 JSL $91FBBB[$91:FBBB] $91/F41E 22 08 FB 91 JSL $91FB08[$91:FB08] $91/F422 9C 9A 0A STZ $0A9A [$91:0A9A] $91/FBBB 08 PHP $91/FBBC 8B PHB $91/FBBD 4B PHK $91/FBBE AB PLB $91/FBBF C2 30 REP #$30 $91/FBC1 AD 1F 0A LDA $0A1F [$91:0A1F] $91/FBC4 29 FF 00 AND #$00FF $91/FBC7 0A ASL A $91/FBC8 AA TAX $91/FBC9 FC CF FB JSR ($FBCF,x)[$91:FC07] $91/FBCC AB PLB $91/FBCD 28 PLP $91/FBCE 6B RTL $91/FDAE 08 PHP $91/FDAF C2 30 REP #$30 $91/FDB1 AD 1C 0A LDA $0A1C [$91:0A1C] $91/FDB4 F0 05 BEQ $05 [$FDBB] $91/FDB6 C9 9B 00 CMP #$009B $91/FDB9 D0 02 BNE $02 [$FDBD] $91/FDBD 9C 34 0A STZ $0A34 [$91:0A34] $91/FDC0 9C 36 0A STZ $0A36 [$91:0A36] $91/FDC3 AD 1C 0A LDA $0A1C [$91:0A1C] $91/FDC6 0A ASL A $91/FDC7 0A ASL A $91/FDC8 0A ASL A $91/FDC9 AA TAX $91/FDCA BF 2F B6 91 LDA $91B62F,x[$91:B657] $91/FDCE 29 FF 00 AND #$00FF $91/FDD1 85 12 STA $12 [$00:0012] $91/FDD3 AD 20 0A LDA $0A20 [$91:0A20] $91/FDD6 0A ASL A $91/FDD7 0A ASL A $91/FDD8 0A ASL A $91/FDD9 AA TAX $91/FDDA BF 2F B6 91 LDA $91B62F,x[$91:B637] $91/FDDE 29 FF 00 AND #$00FF $91/FDE1 C5 12 CMP $12 [$00:0012] $91/FDE3 30 02 BMI $02 [$FDE7] $91/FDE5 28 PLP $91/FDE6 60 RTS ---------- ---------- Breakpoints on 2 frames when jumping, landing, crouching, morphing, de-morphing, uncrouching, turning left/right, and on 1 frame when moving left/right, stopping (including while in morph ball form), aiming up/down/angled up/angled down, releasing the aim buttons, running off of a ledge, reaching the height of a bomb jump and landing from a bomb jump. Probably some other control-based things I missed. (Exec) $91/F433 08 PHP $91/F434 8B PHB $91/F435 4B PHK $91/F436 AB PLB $91/F437 C2 30 REP #$30 $91/F439 AD 1C 0A LDA $0A1C [$91:0A1C] $91/F43C 0A ASL A $91/F43D 0A ASL A $91/F43E 0A ASL A $91/F43F AA TAX $91/F440 BD 29 B6 LDA $B629,x[$91:B651] $91/F443 8D 1E 0A STA $0A1E [$91:0A1E] $91/F446 20 68 F4 JSR $F468 [$91:F468] $91/F449 AD 23 0A LDA $0A23 [$91:0A23] $91/F44C 29 FF 00 AND #$00FF $91/F44F C9 03 00 CMP #$0003 $91/F452 F0 05 BEQ $05 [$F459] $91/F454 C9 14 00 CMP #$0014 $91/F457 D0 0C BNE $0C [$F465] $91/F465 AB PLB $91/F466 28 PLP $91/F467 6B RTL $91/F468 08 PHP $91/F469 C2 30 REP #$30 $91/F46B AD 1F 0A LDA $0A1F [$91:0A1F] $91/F46E 29 FF 00 AND #$00FF $91/F471 0A ASL A $91/F472 AA TAX $91/F473 FC A2 F4 JSR ($F4A2,x)[$91:F4DC] $91/F476 90 28 BCC $28 [$F4A0] $91/F4A0 28 PLP $91/F4A1 60 RTS ---------- ---------- Breakpoints on 1 frame when aiming up/angled up/angled down and releasing the aim buttons, stopping after moving left/right, turning left/right, and standing up after crouching. Breakpoints on 2 frames when landing from a jump. Probably some other control-based things I missed. (Exec) $91/F4DC AD 1C 0A LDA $0A1C [$91:0A1C] $91/F4DF 0A ASL A $91/F4E0 0A ASL A $91/F4E1 0A ASL A $91/F4E2 AA TAX $91/F4E3 BD 2C B6 LDA $B62C,x[$91:B654] $91/F4E6 29 FF 00 AND #$00FF $91/F4E9 F0 05 BEQ $05 [$F4F0] $91/F4EB C9 09 00 CMP #$0009 $91/F4EE D0 1A BNE $1A [$F50A] $91/F50A 18 CLC $91/F50B 60 RTS ---------- ---------- Breakpoints on 1 frame whenever Samus begins moving left/right (except while in morph ball form). (Exec) $91/F50C AD 23 0A LDA $0A23 [$91:0A23] $91/F50F 29 FF 00 AND #$00FF $91/F512 C9 01 00 CMP #$0001 $91/F515 D0 06 BNE $06 [$F51D] $91/F51D AD F8 0D LDA $0DF8 [$91:0DF8] $91/F520 F0 1F BEQ $1F [$F541] $91/F541 18 CLC $91/F542 60 RTS ---------- ---------- Breakpoints whenever Samus initiates a spinning jump, and when turning left/right while in a spinning jump. (Exec) $91/F624 AD 23 0A LDA $0A23 [$91:0A23] $91/F627 29 FF 00 AND #$00FF $91/F62A C9 03 00 CMP #$0003 $91/F62D F0 05 BEQ $05 [$F634] $91/F62F C9 14 00 CMP #$0014 $91/F632 D0 4B BNE $4B [$F67F] $91/F67F AD 1E 0A LDA $0A1E [$91:0A1E] $91/F682 29 FF 00 AND #$00FF $91/F685 C9 04 00 CMP #$0004 $91/F688 F0 61 BEQ $61 [$F6EB] $91/F6EB AD A2 09 LDA $09A2 [$91:09A2] $91/F6EE 89 20 00 BIT #$0020 $91/F6F1 D0 20 BNE $20 [$F713] $91/F6F3 22 58 EC 90 JSL $90EC58[$90:EC58] $91/F6F7 AD 5E 19 LDA $195E [$91:195E] $91/F6FA 30 0E BMI $0E [$F70A] $91/F6FC C5 14 CMP $14 [$00:0014] $91/F6FE 10 13 BPL $13 [$F713] $91/F700 AD 7E 19 LDA $197E [$91:197E] $91/F703 89 04 00 BIT #$0004 $91/F706 D0 0B BNE $0B [$F713] $91/F708 80 1B BRA $1B [$F725] $91/F725 18 CLC $91/F726 60 RTS $91/FC99 AD 23 0A LDA $0A23 [$91:0A23] $91/FC9C 29 FF 00 AND #$00FF $91/FC9F C9 03 00 CMP #$0003 $91/FCA2 F0 09 BEQ $09 [$FCAD] $91/FCA4 C9 14 00 CMP #$0014 $91/FCA7 F0 04 BEQ $04 [$FCAD] $91/FCA9 22 BC 98 90 JSL $9098BC[$90:98BC] ---------- ---------- Breakpoints on 1 frame when crouching, morphing, de-morphing, uncrouching, turning left/right, moving left/right, stopping, landing, aiming up/angled up/angled down, releasing the aim buttons, reaching maximum bomb jump height, and when falling off of a ledge. Probably some other control-based things I missed. (Exec) $91/FC07 60 RTS ---------- Breakpoints on 2 frames when crouching, morphing, de-morphing, turning left/right, jumping, and landing. Breakpoints on 1 frame when moving left/right, stopping, reaching the height of a bomb jump and landing from a bomb jump, aiming up/angled up/angled down moving left/righ and releasing the aim buttons. Probably some other control-based things I missed. (Exec) $91/FB08 08 PHP $91/FB09 8B PHB $91/FB0A 4B PHK $91/FB0B AB PLB $91/FB0C C2 30 REP #$30 $91/FB0E AD A2 09 LDA $09A2 [$91:09A2] $91/FB11 89 20 00 BIT #$0020 $91/FB14 D0 29 BNE $29 [$FB3F] $91/FB16 AD 1C 0A LDA $0A1C [$91:0A1C] $91/FB19 0A ASL A $91/FB1A 0A ASL A $91/FB1B 0A ASL A $91/FB1C AA TAX $91/FB1D BF 2F B6 91 LDA $91B62F,x[$91:B657] $91/FB21 29 FF 00 AND #$00FF $91/FB24 18 CLC $91/FB25 6D FA 0A ADC $0AFA [$91:0AFA] $91/FB28 3A DEC A $91/FB29 85 12 STA $12 [$00:0012] $91/FB2B AD 5E 19 LDA $195E [$91:195E] $91/FB2E 30 06 BMI $06 [$FB36] $91/FB36 AD 62 19 LDA $1962 [$91:1962] $91/FB39 30 04 BMI $04 [$FB3F] $91/FB3F AD 66 0A LDA $0A66 [$91:0A66] $91/FB42 85 12 STA $12 [$00:0012] $91/FB44 80 16 BRA $16 [$FB5C] $91/FB5C AD 9A 0A LDA $0A9A [$91:0A9A] $91/FB5F 30 2A BMI $2A [$FB8B] $91/FB61 AD 1C 0A LDA $0A1C [$91:0A1C] $91/FB64 CD 20 0A CMP $0A20 [$91:0A20] $91/FB67 F0 22 BEQ $22 [$FB8B] $91/FB69 A9 00 00 LDA #$0000 $91/FB6C 18 CLC $91/FB6D 6D 9A 0A ADC $0A9A [$91:0A9A] $91/FB70 8D 96 0A STA $0A96 [$91:0A96] $91/FB73 A8 TAY $91/FB74 AD 1C 0A LDA $0A1C [$91:0A1C] $91/FB77 0A ASL A $91/FB78 AA TAX $91/FB79 98 TYA $91/FB7A 18 CLC $91/FB7B 7D 10 B0 ADC $B010,x[$91:B01A] $91/FB7E A8 TAY $91/FB7F B9 00 00 LDA $0000,y[$91:B2B4] $91/FB82 29 FF 00 AND #$00FF $91/FB85 18 CLC $91/FB86 65 12 ADC $12 [$00:0012] $91/FB88 8D 94 0A STA $0A94 [$91:0A94] $91/FB8B AB PLB $91/FB8C 28 PLP $91/FB8D 6B RTL ---------- ---------- Breakpoints at various times while Samus is aiming straight up, including the frame that aim-up is pressed, landing from a jump, turning left/right, or stopping after walking/running. (Exec) $91/F4F0 AD 20 0A LDA $0A20 [$91:0A20] $91/F4F3 0A ASL A $91/F4F4 0A ASL A $91/F4F5 0A ASL A $91/F4F6 AA TAX $91/F4F7 BD 2C B6 LDA $B62C,x[$91:B634] $91/F4FA 29 FF 00 AND #$00FF $91/F4FD F0 05 BEQ $05 [$F504] $91/F4FF C9 09 00 CMP #$0009 $91/F502 D0 06 BNE $06 [$F50A] ---------- ---------- Breakpoints on every frame that the buttons for aiming up, diagonally, moving left/right and jumping are held (including while in morph ball form). Breakpoints on 1 frame when turning left/right, crouching, morphing, de-morphing and uncrouching. Probably some other control-based things that I missed. (Exec) $91/81E4 B9 04 00 LDA $0004,y[$91:A162] $91/81E7 CD 1C 0A CMP $0A1C [$91:0A1C] $91/81EA F0 F6 BEQ $F6 [$81E2] $91/81EC 8D 28 0A STA $0A28 [$91:0A28] $91/81EF 9C 56 0A STZ $0A56 [$91:0A56] $91/81F2 38 SEC $91/81F3 60 RTS *** IRQ ---------- ---------- Breakpoints on 1 frame when Samus aims at an upward angle, but not when the button is released. No other breakpoint triggers that I could see. (Exec) $91/8241 AD BE 09 LDA $09BE [$91:09BE] $91/8244 89 30 00 BIT #$0030 $91/8247 F0 07 BEQ $07 [$8250] $91/8249 A5 12 LDA $12 [$00:0012] $91/824B 09 10 00 ORA #$0010 $91/824E 85 12 STA $12 [$00:0012] $91/8250 A5 8F LDA $8F [$00:008F] ---------- Breakpoints on every frame that Samus is aiming at an upward angle until the button is released. No other breakpoint triggers that I could see. (Exec). $91/82AC AD BE 09 LDA $09BE [$91:09BE] $91/82AF 89 30 00 BIT #$0030 $91/82B2 F0 07 BEQ $07 [$82BB] $91/82B4 A5 14 LDA $14 [$00:0014] $91/82B6 09 10 00 ORA #$0010 $91/82B9 85 14 STA $14 [$00:0014] $91/82BB A5 8B LDA $8B [$00:008B] ---------- ---------- Breakpoints when the aim-up, aim-diagonally-up, aim-diagonally-down buttons are released, when Samus' movement comes to a stop after walking/running (including while in morph ball form), and every frame that she remains crouched between morphing and de-morphing. (Exec) $91/82FE 8D 28 0A STA $0A28 [$91:0A28] ---------- ---------- Breakpoints on the very last frame that beam, missile, super missile and bomb explosions are visible before they disappear after striking a solid surface; doesn't trigger for enemy death explosions. (Exec) $93/822F C2 30 REP #$30 $93/8231 22 B7 AD 90 JSL $90ADB7[$90:ADB7] $93/8235 68 PLA $93/8236 AB PLB $93/8237 28 PLP $93/8238 6B RTL ---------- ---------- Breakpoints on every frame that missile, super missile and bomb explosions are visible; doesn't trigger for enemy death explosions. (Exec) $81/8A83 BF 9F 85 81 LDA $81859F,x[$81:859F] $81/8A87 85 16 STA $16 [$00:0016] $81/8A89 B2 16 LDA ($16) [$93:0570] $81/8A8B 1F A1 83 81 ORA $8183A1,x[$81:83A1] $81/8A8F 92 16 STA ($16) [$93:0570] ---------- ---------- Breakpoints on every frame that beam, missile and super missile explosions are visible. Doesn't trigger for enemy death explosions. (Exec) $90/B169 60 RTS ---------- ---------- Breakpoints on every frame that beam, missile and super missile explosions are visible; also breakpoints on every frame from the moment Samus lays a bomb until the explosion is 2 frames away from vanishing. For power bombs, the breakpoints begin on the frame that it is laid until the explosion is completely gone. Doesn't trigger for enemy death explosions. (Exec) $93/8366 F0 12 BEQ $12 [$837A] $93/8368 C9 00 05 CMP #$0500 $93/836B F0 12 BEQ $12 [$837F] $93/836D AD 3F 09 LDA $093F [$A0:093F] $93/8370 10 0D BPL $0D [$837F] $93/837F BD 64 0B LDA $0B64,x[$A0:0B66] $93/8382 38 SEC $93/8383 ED 11 09 SBC $0911 [$A0:0911] $93/8386 85 14 STA $14 [$00:0014] $93/8388 C9 30 01 CMP #$0130 $93/838B 10 29 BPL $29 [$83B6] $93/838D C9 D0 FF CMP #$FFD0 $93/8390 30 24 BMI $24 [$83B6] $93/8392 BD 78 0B LDA $0B78,x[$A0:0B7A] $93/8395 38 SEC $93/8396 ED 15 09 SBC $0915 [$A0:0915] $93/8399 85 12 STA $12 [$00:0012] $93/839B 29 00 FF AND #$FF00 $93/839E D0 0C BNE $0C [$83AC] $93/83A0 BD B8 0C LDA $0CB8,x[$A0:0CBA] $93/83A3 22 4B 8A 81 JSL $818A4B[$81:8A4B] $93/83A7 AE DE 0D LDX $0DDE [$A0:0DDE] $93/83AA 80 0A BRA $0A [$83B6] ---------- ---------- Breakpoints on 1 frame as missiles collide with a solid surface; for super missiles, it is sometimes 2 frames (probably depends how fast it's going or how far away Samus is from it). Breakpoints don't trigger if they're fired straight left/right or strike enemies. (Exec) $94/A53B FA PLX $94/A53C 22 06 AE 90 JSL $90AE06[$90:AE06] $94/A540 AB PLB $94/A541 38 SEC $94/A542 6B RTL ---------- ---------- Breakpoints on 1 frame as beams, missiles and super missiles collide with a solid surface. Doesn't trigger when they strike enemies. (Exec) $90/AE31 A9 69 B1 LDA #$B169 $90/AE34 9D 68 0C STA $0C68,x[$90:0C6A] $90/AE37 AB PLB $90/AE38 28 PLP $90/AE39 6B RTL ---------- ---------- Breakpoints on 1 frame as missiles and super missiles collide with a solid surface. Doesn't trigger when they strike enemies. (Exec) $93/8104 BD 18 0C LDA $0C18,x[$93:0C1A] $93/8107 48 PHA $93/8108 29 FF F0 AND #$F0FF $93/810B 09 00 08 ORA #$0800 $93/810E 9D 18 0C STA $0C18,x[$93:0C1A] $93/8111 68 PLA $93/8112 89 00 02 BIT #$0200 $93/8115 D0 08 BNE $08 [$811F] $93/8117 AD 7F 86 LDA $867F [$93:867F] $93/811A 9D 40 0C STA $0C40,x[$93:0C42] $93/811D 80 12 BRA $12 [$8131] $93/8131 AD CC 0C LDA $0CCC [$93:0CCC] $93/8134 C9 15 00 CMP #$0015 $93/8137 30 06 BMI $06 [$813F] $93/813F A9 01 00 LDA #$0001 $93/8142 9D 54 0C STA $0C54,x[$93:0C56] $93/8145 A9 08 00 LDA #$0008 $93/8148 9D 2C 0C STA $0C2C,x[$93:0C2E] $93/814B AB PLB $93/814C 28 PLP $93/814D 6B RTL ---------- ---------- Breakpoints on 1 frame as beams, missiles and super missiles collide with a solid surface. Doesn't trigger when they strike enemies. (Exec) $93/80CF 08 PHP $93/80D0 8B PHB $93/80D1 4B PHK $93/80D2 AB PLB $93/80D3 C2 30 REP #$30 $93/80D5 BD 18 0C LDA $0C18,x[$93:0C1A] $93/80D8 89 00 0F BIT #$0F00 $93/80DB D0 1B BNE $1B [$80F8] $93/80F8 AD 51 1F LDA $1F51 [$93:1F51] $93/80FB D0 07 BNE $07 [$8104] $93/80FD A9 07 00 LDA #$0007 $93/8100 22 CB 90 80 JSL $8090CB[$80:90CB] ---------- Breakpoints on 1 frame as beams and missiles collide with a solid surface, 2 frames for super missiles, and 1 frame as bombs explode. Doesn't trigger when they strike enemies. (Exec) $80/90CB DA PHX $80/90CC 5A PHY $80/90CD 08 PHP $80/90CE E2 30 SEP #$30 $80/90D0 EB XBA $80/90D1 A9 06 LDA #$06 $80/90D3 8D 54 06 STA $0654 [$93:0654] $80/90D6 AD 47 06 LDA $0647 [$93:0647] $80/90D9 38 SEC $80/90DA ED 44 06 SBC $0644 [$93:0644] $80/90DD 29 0F AND #$0F $80/90DF CD 54 06 CMP $0654 [$93:0654] $80/90E2 B0 30 BCS $30 [$9114] $80/90E4 EB XBA $80/90E5 C2 30 REP #$30 $80/90E7 AE F5 05 LDX $05F5 [$93:05F5] $80/90EA D0 28 BNE $28 [$9114] $80/90EC AE 98 09 LDX $0998 [$93:0998] $80/90EF E0 28 00 CPX #$0028 $80/90F2 B0 20 BCS $20 [$9114] $80/90F4 AE 92 05 LDX $0592 [$93:0592] $80/90F7 30 1B BMI $1B [$9114] $80/90F9 E2 30 SEP #$30 $80/90FB AC 47 06 LDY $0647 [$93:0647] $80/90FE BB TYX $80/90FF E8 INX $80/9100 E0 10 CPX #$10 $80/9102 90 02 BCC $02 [$9106] $80/9106 EC 44 06 CPX $0644 [$93:0644] $80/9109 F0 0D BEQ $0D [$9118] $80/910B 99 66 06 STA $0666,y[$93:0666] $80/910E 8E 47 06 STX $0647 [$93:0647] $80/9111 9E 66 06 STZ $0666,x[$93:0667] $80/9114 28 PLP $80/9115 7A PLY $80/9116 FA PLX $80/9117 6B RTL ---------- ---------- Seemed to breakpoint for every frame that Samus wass moving left, in air or on ground, then randomly stopped doing it, then randomly started breakpointing on certain slopes? No idea what this one does. (Exec) $80/A6D0 AD 0A 0B LDA $0B0A [$8F:0B0A] $80/A6D3 8D 11 09 STA $0911 [$8F:0911] $80/A6D6 9C 0F 09 STZ $090F [$8F:090F] ---------- Breakpoints at various times while Samus is underwater, including turning left/right, and moving during a jump. Probably some other things I missed. (Exec) $80/A6E3 AD 15 09 LDA $0915 [$8F:0915] $80/A6E6 18 CLC $80/A6E7 69 80 00 ADC #$0080 $80/A6EA EB XBA $80/A6EB E2 20 SEP #$20 $80/A6ED 8D 02 42 STA $4202 [$8F:4202] $80/A6F0 AD A9 07 LDA $07A9 [$8F:07A9] $80/A6F3 8D 03 42 STA $4203 [$8F:4203] $80/A6F6 C2 20 REP #$20 $80/A6F8 AD 12 09 LDA $0912 [$8F:0912] $80/A6FB 29 FF 00 AND #$00FF $80/A6FE 18 CLC $80/A6FF 6D 16 42 ADC $4216 [$8F:4216] $80/A702 AA TAX $80/A703 BF 20 CD 7E LDA $7ECD20,x[$7E:CD22] $80/A707 29 FF 00 AND #$00FF $80/A70A D0 22 BNE $22 [$A72E] ---------- ---------- Breakpoints on single frames seemingly at random when Samus is jumping while holding the jump button; maybe has something to do with momentum? (Exec) $80/ACB5 C9 00 08 CMP #$0800 $80/ACB8 D0 26 BNE $26 [$ACE0] $80/ACBA BD 04 A0 LDA $A004,x[$7E:A8A4] $80/ACBD 49 00 80 EOR #$8000 $80/ACC0 99 48 C9 STA $C948,y[$7E:C948] $80/ACC3 BD 06 A0 LDA $A006,x[$7E:A8A6] $80/ACC6 49 00 80 EOR #$8000 $80/ACC9 99 4A C9 STA $C94A,y[$7E:C94A] $80/ACCC BD 00 A0 LDA $A000,x[$7E:A8A0] $80/ACCF 49 00 80 EOR #$8000 $80/ACD2 99 8C C9 STA $C98C,y[$7E:C98C] $80/ACD5 BD 02 A0 LDA $A002,x[$7E:A8A2] $80/ACD8 49 00 80 EOR #$8000 $80/ACDB 99 8E C9 STA $C98E,y[$7E:C98E] $80/ACDE 80 24 BRA $24 [$AD04] $80/ACE0 BD 06 A0 LDA $A006,x[$7E:B796] $80/ACE3 49 00 C0 EOR #$C000 $80/ACE6 99 48 C9 STA $C948,y[$7E:C974] $80/ACE9 BD 04 A0 LDA $A004,x[$7E:B794] $80/ACEC 49 00 C0 EOR #$C000 $80/ACEF 99 4A C9 STA $C94A,y[$7E:C976] $80/ACF2 BD 02 A0 LDA $A002,x[$7E:B792] $80/ACF5 49 00 C0 EOR #$C000 $80/ACF8 99 8C C9 STA $C98C,y[$7E:C9B8] $80/ACFB BD 00 A0 LDA $A000,x[$7E:B790] $80/ACFE 49 00 C0 EOR #$C000 $80/AD01 99 8E C9 STA $C98E,y[$7E:C9BA] ---------- ---------- Breakpoints on a few frames that beams and missiles are leaving the screen. Seems to handle clearing them out, as NOPing these values causes beams to appear on the opposite of the screen (ala Mario 2) and disappear when they reach Samus' position. (Exec) $81/8A70 BF 9F 85 81 LDA $81859F,x[$81:85AF] $81/8A74 85 16 STA $16 [$00:0016] $81/8A76 B2 16 LDA ($16) [$93:0570] $81/8A78 1F 9F 83 81 ORA $81839F,x[$81:83AF] $81/8A7C 92 16 STA ($16) [$93:0570] ---------- ---------- Breakpoints on 1 frame as beams and missiles collide with a solid surface. Super missiles vary between 1 or 2 frames, probably depending on how fast it's going or how far Samus is away from it. Doesn't trigger when they strike enemies. (Exec) $90/AE06 08 PHP $90/AE07 8B PHB $90/AE08 4B PHK $90/AE09 AB PLB $90/AE0A C2 30 REP #$30 $90/AE0C BD 19 0C LDA $0C19,x[$90:0C1B] $90/AE0F 29 0F 00 AND #$000F $90/AE12 F0 0C BEQ $0C [$AE20] $90/AE14 C9 03 00 CMP #$0003 $90/AE17 30 14 BMI $14 [$AE2D] $90/AE2D 22 CF 80 93 JSL $9380CF[$93:80CF] ---------- ---------- Breakpoints on 1 frame as missiles collide with a solid surface. Super missiles vary between 1 or 2 frames, probably depending how fast it's going or how far Samus is away from it. Beam shots vary between somewhere around 2-7 frames. Breakpoints don't trigger if they're fired straight left/right or strike enemies. (Exec). $94/A1F3 C6 28 DEC $28 [$00:0028] ---------- ---------- Breakpoints on a few frames when Samus aims up or at an angle. Also breakpoints constantly while facing left and standing, and on a few frames when landing from a jump. Breakpoints don't trigger at all while in morph ball form. (Exec) $90/A3B5 C9 02 00 CMP #$0002 $90/A3B8 D0 10 BNE $10 [$A3CA] ---------- ---------- Breakpoints on 1 frame every time Samus space jumps. (Exec) $90/A4C4 22 BC 98 90 JSL $9098BC[$90:98BC] ---------- ---------- Breakpoints on 1 frame as missiles collide with a solid surface, 1-2 frames for super missiles, around 2-4 frames for beams/charged shots, 1 frame as bombs are exploding, and for every single frame that power bombs are exploding. Breakpoints don't trigger when they strike enemies. (Exec) $94/9D5B 38 SEC $94/9D5C 60 RTS ---------- ---------- Breakpoints around every 2nd frame no matter what Samus is doing, except when rising during a jump/falling (no breakpoints at all), and probably some other things. Breakpoints on every single frame while in morph ball. (Exec) $90/8029 AD 96 0A LDA $0A96 [$90:0A96] $90/802C 1A INC A $90/802D 8D 96 0A STA $0A96 [$90:0A96] $90/8030 80 30 BRA $30 [$8062] $90/8062 20 DC 82 JSR $82DC [$90:82DC] ---------- ---------- Breakpoints on every single frame no matter what Samus is doing, except when rising during a jump/falling, and possibly some other things. (Exec) $90/82DC 08 PHP $90/82DD E2 20 SEP #$20 $90/82DF 8B PHB $90/82E0 A9 91 LDA #$91 $90/82E2 85 02 STA $02 [$00:0002] $90/82E4 48 PHA $90/82E5 AB PLB $90/82E6 C2 30 REP #$30 $90/82E8 AC 96 0A LDY $0A96 [$91:0A96] $90/82EB AD 1C 0A LDA $0A1C [$91:0A1C] $90/82EE 0A ASL A $90/82EF AA TAX $90/82F0 BF 10 B0 91 LDA $91B010,x[$91:B012] $90/82F4 85 00 STA $00 [$00:0000] $90/82F6 B7 00 LDA [$00],y[$91:B29B] $90/82F8 29 FF 00 AND #$00FF $90/82FB 89 80 00 BIT #$0080 $90/82FE D0 05 BNE $05 [$8305] $90/8300 20 E3 84 JSR $84E3 [$90:84E3] ---------- ---------- Breakpoints around every 2nd animation frame no matter what Samus is doing, except when rising during a jump/falling, and possibly some other things. (Exec) $90/8303 80 1C BRA $1C [$8321] $90/8321 AB PLB $90/8322 28 PLP $90/8323 60 RTS $90/84E3 08 PHP $90/84E4 E2 20 SEP #$20 $90/84E6 8B PHB $90/84E7 A9 91 LDA #$91 $90/84E9 85 02 STA $02 [$00:0002] $90/84EB 48 PHA $90/84EC AB PLB $90/84ED C2 30 REP #$30 $90/84EF AD 3C 0B LDA $0B3C [$91:0B3C] $90/84F2 F0 29 BEQ $29 [$851D] $90/851D B7 00 LDA [$00],y[$91:B29B] $90/851F 29 FF 00 AND #$00FF $90/8522 18 CLC $90/8523 6D 9C 0A ADC $0A9C [$91:0A9C] $90/8526 8D 94 0A STA $0A94 [$91:0A94] $90/8529 AB PLB $90/852A 28 PLP $90/852B 60 RTS ---------- Breakpoints around every 4th animation frame when Samus is standing still, crouching, in morph ball form, spin jumping, or walking/running. Also breakpoints on 1 frame when crouching, morphing, jumping, landing and turning left/right. Probably some others I missed. (Exec) $90/8305 20 2C 85 JSR $852C [$90:852C] $90/8308 AA TAX $90/8309 F0 16 BEQ $16 [$8321] $90/830B 29 0F 00 AND #$000F $90/830E 0A ASL A $90/830F AA TAX $90/8310 FC 24 83 JSR ($8324,x)[$90:8346] $90/8313 90 0C BCC $0C [$8321] $90/8315 B7 00 LDA [$00],y[$91:B298] $90/8317 29 FF 00 AND #$00FF $90/831A 18 CLC $90/831B 6D 9C 0A ADC $0A9C [$91:0A9C] $90/831E 8D 94 0A STA $0A94 [$91:0A94] $90/852C 08 PHP $90/852D E2 20 SEP #$20 $90/852F 8B PHB $90/8530 A9 91 LDA #$91 $90/8532 85 02 STA $02 [$00:0002] $90/8534 48 PHA $90/8535 AB PLB $90/8536 C2 30 REP #$30 $90/8538 AD 3C 0B LDA $0B3C [$91:0B3C] $90/853B D0 03 BNE $03 [$8540] $90/853D 4C DA 85 JMP $85DA [$91:85DA] $90/85DA B7 00 LDA [$00],y[$91:B29C] $90/85DC 29 FF 00 AND #$00FF $90/85DF AB PLB $90/85E0 28 PLP $90/85E1 60 RTS ---------- ---------- Breakpoints around every 4th frame when Samus is standing still or crouching. No other breakpoint triggers that I could see. (Exec) $90/8346 AD C2 09 LDA $09C2 [$91:09C2] $90/8349 C9 1E 00 CMP #$001E $90/834C 30 08 BMI $08 [$8356] $90/834E A0 00 00 LDY #$0000 $90/8351 8C 96 0A STY $0A96 [$91:0A96] $90/8354 38 SEC $90/8355 60 RTS ---------- ---------- Breakpoints around every 4th frame for as long as the aim-diagonally-up and aim-diagonally-down buttons are being held, as well as while Samus is in morph ball form and during the "about to walljump" pose. (Exec) $90/84DB A0 00 00 LDY #$0000 $90/84DE 8C 96 0A STY $0A96 [$91:0A96] $90/84E1 38 SEC $90/84E2 60 RTS ---------- ---------- Breakpoints on 1 frame when Samus begins moving left/right while the run is held, and on many frames as she comes to a stop. 9Exec) $90/9796 A9 01 00 LDA #$0001 $90/9799 8D 3C 0B STA $0B3C [$90:0B3C] $90/979C 8D D0 0A STA $0AD0 [$90:0AD0] $90/979F 9C CE 0A STZ $0ACE [$90:0ACE] $90/97A2 AF 1F B6 91 LDA $91B61F[$91:B61F] $90/97A6 8D 3E 0B STA $0B3E [$90:0B3E] ---------- ---------- Breakpoints on every frame from the moment missiles are fired at an angle until the frame that they collide with a solid surface/enemy or move off-screen. Breakpoints don't trigger if they're fired straight left/right or up/down. (Exec) $90/AFCF AE DE 0D LDX $0DDE [$90:0DDE] $90/AFD2 22 6F A4 94 JSL $94A46F[$94:A46F] $90/AFD6 B0 04 BCS $04 [$AFDC] $90/AFD8 22 D9 A4 94 JSL $94A4D9[$94:A4D9] $90/AFDC 60 RTS ---------- ---------- Breakpoints on 1 frame as beams are fired at an upward angle while Samus is facing right, and 2 frames for missiles/super missiles. Breakpoints don't trigger if they're fired straight left/right, up/down, at a downward angle, or at an upward angle while facing left. (Exec) $90/B23D A6 12 LDX $12 [$00:0012] $90/B23F AD B1 0D LDA $0DB1 [$90:0DB1] $90/B242 89 00 FF BIT #$FF00 $90/B245 D0 04 BNE $04 [$B24B] $90/B247 64 12 STZ $12 [$00:0012] $90/B249 80 07 BRA $07 [$B252] $90/B252 A5 16 LDA $16 [$00:0016] $90/B254 49 FF FF EOR #$FFFF $90/B257 1A INC A $90/B258 18 CLC $90/B259 65 12 ADC $12 [$00:0012] $90/B25B 9D F0 0B STA $0BF0,x[$90:0BF2] $90/B25E A5 16 LDA $16 [$00:0016] $90/B260 18 CLC $90/B261 6D AD 0D ADC $0DAD [$90:0DAD] $90/B264 9D DC 0B STA $0BDC,x[$90:0BDE] $90/B267 60 RTS ---------- ---------- Breakpoints whenever Samus touches a wall while facing either left or right, standing or jumping, or while in morph ball form. (Exec) $90/E5D6 AD 02 0B LDA $0B02 [$90:0B02] $90/E5D9 F0 08 BEQ $08 [$E5E3] $90/E5DB A9 08 00 LDA #$0008 $90/E5DE 8D CE 0D STA $0DCE [$90:0DCE] $90/E5E1 80 06 BRA $06 [$E5E9] $90/E5E9 22 53 DE 91 JSL $91DE53[$91:DE53] $90/E5ED 9C 42 0B STZ $0B42 [$90:0B42] $90/E5F0 9C 44 0B STZ $0B44 [$90:0B44] $90/E5F3 9C 46 0B STZ $0B46 [$90:0B46] $90/E5F6 9C 48 0B STZ $0B48 [$90:0B48] $90/E5F9 9C 4A 0B STZ $0B4A [$90:0B4A] $90/E5FC 80 06 BRA $06 [$E604] $91/EAE3 AD 1F 0A LDA $0A1F [$91:0A1F] $91/EAE6 29 FF 00 AND #$00FF $91/EAE9 C9 01 00 CMP #$0001 $91/EAEC F0 65 BEQ $65 [$EB53] $94/959C 38 SEC $94/959D 60 RTS $94/8F49 64 14 STZ $14 [$00:0014] $94/8F4B A5 20 LDA $20 [$00:0020] $94/8F4D 24 12 BIT $12 [$00:0012] $94/8F4F 30 1A BMI $1A [$8F6B] $94/8F51 29 F0 FF AND #$FFF0 $94/8F54 38 SEC $94/8F55 ED FE 0A SBC $0AFE [$94:0AFE] $94/8F58 38 SEC $94/8F59 ED F6 0A SBC $0AF6 [$94:0AF6] $94/8F5C 10 03 BPL $03 [$8F61] $94/8F61 85 12 STA $12 [$00:0012] $94/8F63 A9 FF FF LDA #$FFFF $94/8F66 8D F8 0A STA $0AF8 [$94:0AF8] $94/8F69 38 SEC $94/8F6A 60 RTS $94/9730 AD F8 0A LDA $0AF8 [$94:0AF8] $94/9733 18 CLC $94/9734 65 14 ADC $14 [$00:0014] $94/9736 8D F8 0A STA $0AF8 [$94:0AF8] $94/9739 AD F6 0A LDA $0AF6 [$94:0AF6] $94/973C 65 12 ADC $12 [$00:0012] $94/973E 8D F6 0A STA $0AF6 [$94:0AF6] $94/9741 AB PLB $94/9742 28 PLP $94/9743 38 SEC $94/9744 A9 01 00 LDA #$0001 $94/9747 8D D0 0D STA $0DD0 [$90:0DD0] $94/974A 6B RTL ---------- ---------- Breakpoints on every frame from the moment missiles or super missiles are fired until the frame that they collide with a solid surface/enemy, or move off-screen. Breakpoints don't trigger if they're fired straight left/right. (Exec) $94/A4D9 8B PHB $94/A4DA DA PHX $94/A4DB 4B PHK $94/A4DC AB PLB $94/A4DD A9 01 00 LDA #$0001 $94/A4E0 85 1E STA $1E [$00:001E] $94/A4E2 64 26 STZ $26 [$00:0026] $94/A4E4 64 1A STZ $1A [$00:001A] $94/A4E6 64 12 STZ $12 [$00:0012] $94/A4E8 64 14 STZ $14 [$00:0014] $94/A4EA BD F0 0B LDA $0BF0,x[$94:0BF2] $94/A4ED 10 02 BPL $02 [$A4F1] $94/A4EF C6 14 DEC $14 [$00:0014] $94/A4F1 85 13 STA $13 [$00:0013] $94/A4F3 BD A0 0B LDA $0BA0,x[$94:0BA2] $94/A4F6 18 CLC $94/A4F7 65 12 ADC $12 [$00:0012] $94/A4F9 9D A0 0B STA $0BA0,x[$94:0BA2] $94/A4FC 85 16 STA $16 [$00:0016] $94/A4FE BD 78 0B LDA $0B78,x[$94:0B7A] *** IRQ $94/A501 65 14 ADC $14 [$00:0014] $94/A503 9D 78 0B STA $0B78,x[$94:0B7A] $94/A506 85 18 STA $18 [$00:0018] $94/A508 85 1C STA $1C [$00:001C] $94/A50A 4A LSR A $94/A50B 4A LSR A $94/A50C 4A LSR A $94/A50D 4A LSR A $94/A50E E2 20 SEP #$20 $94/A510 8D 02 42 STA $4202 [$94:4202] $94/A513 AD A5 07 LDA $07A5 [$94:07A5] $94/A516 8D 03 42 STA $4203 [$94:4203] $94/A519 C2 20 REP #$20 $94/A51B BD 64 0B LDA $0B64,x[$94:0B66] $94/A51E 4A LSR A $94/A51F 4A LSR A $94/A520 4A LSR A $94/A521 4A LSR A $94/A522 18 CLC $94/A523 6D 16 42 ADC $4216 [$94:4216] $94/A526 0A ASL A $94/A527 AA TAX $94/A528 A5 19 LDA $19 [$00:0019] $94/A52A 29 FF 00 AND #$00FF $94/A52D CD AB 07 CMP $07AB [$94:07AB] $94/A530 10 05 BPL $05 [$A537] $94/A532 20 D6 A1 JSR $A1D6 [$94:A1D6] $94/A535 B0 04 BCS $04 [$A53B] $94/A537 FA PLX $94/A538 AB PLB $94/A539 18 CLC $94/A53A 6B RTL ---------- ---------- Breakpoints on every frame from the moment beams, missiles or super missiles are fired until the frame that they collide with a solid surface/enemy, or move off-screen. Breakpoints don't trigger if they're fired straight left/right. (Exec) $94/A1D6 EC B9 07 CPX $07B9 [$94:07B9] $94/A1D9 B0 1B BCS $1B [$A1F6] $94/A1DB DA PHX $94/A1DC 8E C4 0D STX $0DC4 [$94:0DC4] $94/A1DF 4E C4 0D LSR $0DC4 [$94:0DC4] $94/A1E2 BF 02 00 7F LDA $7F0002,x[$7F:03E0] $94/A1E6 29 00 F0 AND #$F000 $94/A1E9 EB XBA $94/A1EA 4A LSR A $94/A1EB 4A LSR A $94/A1EC 4A LSR A $94/A1ED AA TAX $94/A1EE FC 95 A1 JSR ($A195,x)[$94:9D59] $94/A1F1 90 02 BCC $02 [$A1F5] $94/A1F5 FA PLX $94/A1F6 60 RTS ---------- ----------