64 87 00 80 00 00 00 00 00 00 00 00 = USED FOR PLM's THAT POINT TO GRAPHICS AT $48000 INSTEAD OF CRE 7C 88 -- -- = (-- --) POINTS TO (24 87 A9 DF) AT END 24 8A -- -- = (-- --) POINTS TO (99 88 XX XX 02) BEFORE MUSIC C1 86 89 DF -- -- -- -- Ex... = (-- --) IS THE ANIMATION. IF PLM STARTS WITH (64 87) THEN THIS SHOULD BE (4F E0 67 E0) ELSE (0X 00 XX XX)(0X 00) IS TIME AND (XX XX)POINTS TO EACH ANIMATION IN CRE. 24 87 -- -- = (-- --) POINTS TO THE START OF THE ANIMATION AFTER (C1 86 89 DF) 99 88 DD 8B 02 = (02) IS MUSIC TYPE XX XX = (XX XX) POINTS TO ASM THAT TELLS THE GAME WHAT TYPE OF ITEM IT IS. IF YOU WANT TO CONVERT SOME THING LIKE MISSiLE USING CRE GRAPHICS TO USING GRAPHICS AT $48000 YOU NEED TO ADD INY(C8) BEFORE RTS(60) -- -- = (-- --) IS THE NUMBER OF HP, MISSLES, WHICH BEAM, SUIT UPGRADE, Ex... -- = IF PLM STARTS WITH (64 87) THEN A MESSAGE NUMBER IS NEEDED. ELSE SKIP IT 24 87 A9 DF = END OF PLM ANIMATING PLMs 0X XX = THE START OF THE ANIMATION THAT TELLS HOW MANY OF THE FOLOWING ARE POINTERS TO GRAPHICS IF ITs (01 00) THEN IT HAS JUST ONE POINTER Ex(01 00 ## TS) IF ITs (03 00) HAS 3 POINTERS Ex(03 00 ## TS ## TS ## TS) ## TS = (##) IS WHICH TITLE FROM THE GRAPHIC SHEET TO USE (00 IS TOP LEFT)(FF IS BOTTOM RIGHT)00 - 0F AND SO ON, GOES LEFT TO RIGHT (T) IS TYPE OF BLOCK (Air. X-RAY., Slope., Air. Fool X-RAY., Ex...)IN THE SAME ORDER THEY ARE IN SMILE (8X IS SOLID) (S) IS WHICH OF THE 4 GRAPIC SHEETS TO USE AND TYPE OF FLIP Ex(0 = CRE)(4 = CRE W/HORIZONTAL FLIP)(8 = CRE W/VERTICAL FLIP)(C = CRE W/BOTH FLIP) 00 00 or XX YY = (00 00) ENDS THE ANIMATION. (XX YY) IS THE X AND Y POSITION OF THE NEXT SET OF GRAPHICS AFTER XX YY 0X XX = THE START OF THE NEXT ANIMATION THAT TELLS HOW MANY OF THE FOLOWING ARE POINTERS TO GRAPHICS IF ITs (01 00) THEN IT HAS JUST ONE POINTER Ex(01 00 XX XX) IF ITs (03 00) HAS 3 POINTERS Ex(03 00 XX XX XX XX XX XX) 00 00 or XX YY = (00 00) ENDS THE ANIMATION. (XX YY) IS THE X AND Y POSITION OF THE NEXT SET OF GRAPHICS ---------------(XX YY) THE X AND Y POSITION OF THE NEXT SET OF GRAPHICS---------------------------------- XX = 00 + WILL MOVE PLM GRAPHIC DOWN FF - WILL MOVE PLM GRAPHIC UP YY = 00 + WILL MOVE PLM GRAPHIC RIGHT (00 TO 80ish WILL KEEP GOING TO THE NEXT SCREEN) 80ish + WILL MOVE PLM GRAPHIC RIGHT(80ish TO FF WILL START ON LEFT AND GO UP ONE) --------------EXAMPLE OF MISSLE CONVERTED TO GRAPHICS AT $48000------------------------------------------ EEDB = MISSILE =========== =========== 7C 88 DF E0 24 8A D6 E0 C1 86 89 DF 04 00 EB A2 04 00 F1 A2 24 87 CA E0 99 88 DD 8B 02 A9 89 05 00 24 87 A9 DF 64 87 00 80 00 00 00 00 00 00 00 00 7C 88 57 E1 24 8A 4D E1 C1 86 89 DF 4F E0 67 E0 24 87 45 E1 99 88 DD 8B 02 F3 88 00 10 13 24 87 A9 DF EEE7 = BOMB INPTR INPTR INPTR MU ----- TYPE- MS D7EF = NEW MISSILE PLM 64 87 00 80 00 00 00 00 00 00 00 00 7C 88 01 F0 = (01 F0) POINTS TO (24 87 A9 DF) AT END 24 8A F7 EF = (F7 EF) POINTS TO (99 88 XX XX 02) BEFORE MUSIC C1 86 89 DF 4F E0 67 E0 = (4F E0 67 E0) IS THE ANIMATION. IF PLM STARTS WITH (64 87) THEN THIS SHOULD BE (4F E0 67 E0) ELSE (0X 00 XX XX)(0X 00) IS TIME AND (XX XX)POINTS TO EACH ANIMATION IN CRE. 24 87 EF EF = (EF EF) POINTS TO THE START OF THE ANIMATION AFTER (C1 86 89 DF) 99 88 DD 8B 02 = (02) IS MUSIC TYPE 05 F0 = (05 F0) POINTS TO ASM THAT TELLS THE GAME WHAT TYPE OF ITEM IT IS. IF YOU WANT TO CONVERT SOME THING LIKE MISSILE USING CRE GRAPHICS TO USING GRAPHICS AT $48000 YOU NEED TO ADD INY(C8) BEFORE RTS(60) 05 00 = (05 00) IS THE NUMBER OF HP, MISSLES, WHICH BEAM, SUIT UPGRADE, Ex... 02 = IF PLM STARTS WITH (64 87) THEN A MESSAGE NUMBER IS NEEDED. ELSE SKIP IT 24 87 A9 DF = END OF PLM $26FD3 = FF FF FF FF TO 64 EE D7 EF D7 EF POINTS TO PLM CODE AT $26FD7 XX XX XX XX XX XX XX XX 87 00 80 00 00 00 00 00 00 00 00 7C 88 01 F0 24 8A F7 EF C1 86 89 DF 4F E0 67 E0 24 87 EF EF 99 88 DD 8B 02 XX XX 05 00 02 24 87 A9 DF COPY OF MISSILE ASM AT $209A9 (A9 89) PASTE AT $27005 AD C8 09 18 79 00 00 8D C8 09 AD C6 09 18 79 00 00 8D C6 09 22 CF 99 80 A9 68 01 22 18 E1 82 A9 02 00 22 80 80 85 C8 C8 60 THEN ADD INY ^ THIS IS THE COMPLETE ASM CODE OF NEW PLM AT $26FD3 64 EE D7 EF 64 87 00 80 00 00 00 00 00 00 00 00 7C 88 01 F0 24 8A F7 EF C1 86 89 DF 4F E0 67 E0 24 87 EF EF 99 88 DD 8B 02 05 F0 05 00 02 24 87 A9 DF AD C8 09 18 79 00 00 8D C8 09 AD C6 09 18 79 00 00 8D C6 09 22 CF 99 80 A9 68 01 22 18 E1 82 A9 02 00 22 80 80 85 C8 C8 C8 60 THEN OPEN SMILE's PLM FILE AND COPY AND PASTE MISSILE AND RENAME "EFD3"