Clear memory -Sets $7FFA00-$7FFFFF all to FFFF (a default value) due to different emulators using a different value for unwritten to RAM. -Needed to ensure proper usage of other codes, which use this area of RAM. -Ran only once, before the "NINTENDO" logo appears on game start up. -Located at: $004D90 ---------- Unique gravity -Allows each room to have a unique gravity. The 1st, 3rd, and 5th BTS value of the room determines the gravity for air, water, and lava (respectively). -Also allow coders to directly control gravity strength by placing values at $7FFFFA, $7FFFFC, and $7FFFFE. -If neither of these are set, normal gravity is used. -Located at: $087820 ---------- Torizo awakening -Wakes torizo upon specific item being in inventory (instead of just bombs) -OR- "Enemies needed to clear this room" is matched. --inventory is compared to EnemySpeed2 of *first enemy in room* (not necessarily the torizo) ----0000-7FFF checks items... 8000-FFFF checks beams... Basically, high byte determines beam or item. ----item/beam values to be added to this can be found in the PLM editor as "Value" -Position movable with SMILE's usual click/drag, instead of the default hardcoded values for X/Y. -HP is doubled if X doesn't line up with tiles in room. -Located at: $027040 ($40 bytes long) ---------- Credit sheet Want to give credit to the people who helped you make a hack? Want to just have a screen telling people how awesome you are? Have a special message you want given at the end of your hack? I've made a patch (headerless) that will create a new "credit sheet" (you know, the non-scrolling credit stuff way at the end) immediately after the DEERFIELD screen. This adds your credit/message instead of overwriting the credits of the great men and women who designed the game originally. By default, the tile table for your credit sheet is blank. The readme tells the location of the tile table and there's a picture as well so you can figure out what values to associate with what letter (or letter piece)... Writes to a fairly large area because of the size of the table (full screen), so make sure it's free (again, check the readme). I've also included the ASM file for this. I do not use xkas, but there wouldn't be many (if any) changes to make to convert it over. I have added quite a few comments, but I haven't cleaned it up any. After the code, there are some notes on a disassembly of the original coding (again, rough).