forked from ArchipelagoMW/Archipelago
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Rom.py
1144 lines (1072 loc) · 72.6 KB
/
Rom.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
import typing
from pkgutil import get_data
import Utils
from typing import Optional
import hashlib
import os
import struct
from BaseClasses import MultiWorld
from worlds.Files import APProcedurePatch, APPatchExtension, APTokenMixin, APTokenTypes
from .Aesthetics import get_palette_bytes, kirby_target_palettes, get_kirby_palette, gooey_target_palettes, \
get_gooey_palette
from .Compression import hal_decompress
import bsdiff4
from .Room import Room
KDL3UHASH = "201e7658f6194458a3869dde36bf8ec2"
KDL3JHASH = "b2f2d004ea640c3db66df958fce122b2"
level_pointers = {
0x770001: 0x0084,
0x770002: 0x009C,
0x770003: 0x00B8,
0x770004: 0x00D8,
0x770005: 0x0104,
0x770006: 0x0124,
0x770007: 0x014C,
0x770008: 0x0170,
0x770009: 0x0190,
0x77000A: 0x01B0,
0x77000B: 0x01E8,
0x77000C: 0x0218,
0x77000D: 0x024C,
0x77000E: 0x0270,
0x77000F: 0x02A0,
0x770010: 0x02C4,
0x770011: 0x02EC,
0x770012: 0x0314,
0x770013: 0x03CC,
0x770014: 0x0404,
0x770015: 0x042C,
0x770016: 0x044C,
0x770017: 0x0478,
0x770018: 0x049C,
0x770019: 0x04E4,
0x77001A: 0x0504,
0x77001B: 0x0530,
0x77001C: 0x0554,
0x77001D: 0x05A8,
0x77001E: 0x0640,
0x770200: 0x0148,
0x770201: 0x0248,
0x770202: 0x03C8,
0x770203: 0x04E0,
0x770204: 0x06A4,
0x770205: 0x06A8,
}
bb_bosses = {
0x770200: 0xED85F1,
0x770201: 0xF01360,
0x770202: 0xEDA3DF,
0x770203: 0xEDC2B9,
0x770204: 0xED7C3F,
0x770205: 0xEC29D2,
}
level_sprites = {
0x19B2C6: 1827,
0x1A195C: 1584,
0x19F6F3: 1679,
0x19DC8B: 1717,
0x197900: 1872
}
stage_tiles = {
0: [
0, 1, 2,
16, 17, 18,
32, 33, 34,
48, 49, 50
],
1: [
3, 4, 5,
19, 20, 21,
35, 36, 37,
51, 52, 53
],
2: [
6, 7, 8,
22, 23, 24,
38, 39, 40,
54, 55, 56
],
3: [
9, 10, 11,
25, 26, 27,
41, 42, 43,
57, 58, 59,
],
4: [
12, 13, 64,
28, 29, 65,
44, 45, 66,
60, 61, 67
],
5: [
14, 15, 68,
30, 31, 69,
46, 47, 70,
62, 63, 71
]
}
heart_star_address = 0x2D0000
heart_star_size = 456
consumable_address = 0x2F91DD
consumable_size = 698
stage_palettes = [0x60964, 0x60B64, 0x60D64, 0x60F64, 0x61164]
music_choices = [
2, # Boss 1
3, # Boss 2 (Unused)
4, # Boss 3 (Miniboss)
7, # Dedede
9, # Event 2 (used once)
10, # Field 1
11, # Field 2
12, # Field 3
13, # Field 4
14, # Field 5
15, # Field 6
16, # Field 7
17, # Field 8
18, # Field 9
19, # Field 10
20, # Field 11
21, # Field 12 (Gourmet Race)
23, # Dark Matter in the Hyper Zone
24, # Zero
25, # Level 1
26, # Level 2
27, # Level 4
28, # Level 3
29, # Heart Star Failed
30, # Level 5
31, # Minigame
38, # Animal Friend 1
39, # Animal Friend 2
40, # Animal Friend 3
]
# extra room pointers we don't want to track other than for music
room_music = {
3079990: 23, # Zero
2983409: 2, # BB Whispy
3150688: 2, # BB Acro
2991071: 2, # BB PonCon
2998969: 2, # BB Ado
2980927: 7, # BB Dedede
2894290: 23 # BB Zero
}
class RomData:
def __init__(self, file: bytes, name: typing.Optional[str] = None):
self.file = bytearray(file)
self.name = name
def read_byte(self, offset: int):
return self.file[offset]
def read_bytes(self, offset: int, length: int):
return self.file[offset:offset + length]
def write_byte(self, offset: int, value: int):
self.file[offset] = value
def write_bytes(self, offset: int, values):
self.file[offset:offset + len(values)] = values
def get_bytes(self) -> bytes:
return bytes(self.file)
class KDL3PatchExtensions(APPatchExtension):
game = "Kirby's Dream Land 3"
@staticmethod
def write_stage_shuffle_sprites(caller: APProcedurePatch, rom: bytes) -> bytes:
rom_data = RomData(rom)
if rom_data.read_bytes(0x3D014, 1)[0] > 0:
stages = [struct.unpack("HHHHHHH", rom_data.read_bytes(0x3D020 + x * 14, 14)) for x in range(5)]
palettes = [rom_data.read_bytes(full_pal, 512) for full_pal in stage_palettes]
palettes = [[palette[i:i + 32] for i in range(0, 512, 32)] for palette in palettes]
sprites = [rom_data.read_bytes(offset, level_sprites[offset]) for offset in level_sprites]
sprites, palettes = handle_level_sprites(stages, sprites, palettes)
for addr, palette in zip(stage_palettes, palettes):
rom_data.write_bytes(addr, bytes(palette))
for addr, level_sprite in zip([0x1CA000, 0x1CA920, 0x1CB230, 0x1CBB40, 0x1CC450], sprites):
rom_data.write_bytes(addr, bytes(level_sprite))
rom_data.write_bytes(0x460A, bytes([0x00, 0xA0, 0x39, 0x20, 0xA9, 0x39, 0x30, 0xB2, 0x39, 0x40, 0xBB, 0x39,
0x50, 0xC4, 0x39]))
return rom_data.get_bytes()
@staticmethod
def write_heart_star_sprites(caller: APProcedurePatch, rom: bytes) -> bytes:
rom_data = RomData(rom)
compressed = rom_data.read_bytes(heart_star_address, heart_star_size)
decompressed = hal_decompress(compressed)
patch = get_data(__name__, os.path.join("data", "APHeartStar.bsdiff4"))
patched = bytearray(bsdiff4.patch(decompressed, patch))
rom_data.write_bytes(0x1AF7DF, patched)
patched[0:0] = [0xE3, 0xFF]
patched.append(0xFF)
rom_data.write_bytes(0x1CD000, patched)
rom_data.write_bytes(0x3F0EBF, bytes([0x00, 0xD0, 0x39]))
return rom_data.get_bytes()
@staticmethod
def write_consumable_sprites(caller: APProcedurePatch, rom: bytes) -> bytes:
rom_data = RomData(rom)
if rom_data.read_bytes(0x3D018, 1)[0] > 0:
compressed = rom_data.read_bytes(consumable_address, consumable_size)
decompressed = hal_decompress(compressed)
patch = get_data(__name__, os.path.join("data", "APConsumable.bsdiff4"))
patched = bytearray(bsdiff4.patch(decompressed, patch))
patched[0:0] = [0xE3, 0xFF]
patched.append(0xFF)
rom_data.write_bytes(0x1CD500, patched)
rom_data.write_bytes(0x3F0DAE, bytes([0x00, 0xD5, 0x39]))
return rom_data.get_bytes()
def handle_level_sprites(stages, sprites, palettes):
palette_by_level = list()
for palette in palettes:
palette_by_level.extend(palette[10:16])
for i in range(5):
for j in range(6):
palettes[i][10 + j] = palette_by_level[stages[i][j] - 1]
palettes[i] = [x for palette in palettes[i] for x in palette]
tiles_by_level = list()
for spritesheet in sprites:
decompressed = hal_decompress(spritesheet)
tiles = [decompressed[i:i + 32] for i in range(0, 2304, 32)]
tiles_by_level.extend([[tiles[x] for x in stage_tiles[stage]] for stage in stage_tiles])
for world in range(5):
levels = [stages[world][x] - 1 for x in range(6)]
world_tiles: typing.List[typing.Optional[bytes]] = [None for _ in range(72)]
for i in range(6):
for x in range(12):
world_tiles[stage_tiles[i][x]] = tiles_by_level[levels[i]][x]
sprites[world] = list()
for tile in world_tiles:
sprites[world].extend(tile)
# insert our fake compression
sprites[world][0:0] = [0xe3, 0xff]
sprites[world][1026:1026] = [0xe3, 0xff]
sprites[world][2052:2052] = [0xe0, 0xff]
sprites[world].append(0xff)
return sprites, palettes
class KDL3ProcedurePatch(APProcedurePatch, APTokenMixin):
hash = [KDL3UHASH, KDL3JHASH]
game = "Kirby's Dream Land 3"
patch_file_ending = ".apkdl3"
procedure = [
("apply_tokens", ["token_data.bin"]),
("write_stage_shuffle_sprites", []),
("write_heart_star_sprites", []),
("write_consumable_sprites", [])
]
@classmethod
def get_source_data(cls) -> bytes:
return get_base_rom_bytes()
def __init__(self, *args: typing.Any, **kwargs: typing.Any):
super().__init__(*args, **kwargs)
self.name = ""
def patch_rom(multiworld: MultiWorld, player: int, patch: KDL3ProcedurePatch, heart_stars_required: int,
boss_requirements: dict, shuffled_levels: dict, bb_boss_enabled: dict):
# increase BWRAM by 0x8000
patch.write_token(APTokenTypes.WRITE, 0x7FD8, bytes([0x06]))
# hook BWRAM initialization for initializing our new BWRAM
patch.write_token(APTokenTypes.WRITE, 0x33,
bytes([0x22, 0x00, 0x9E, 0x07, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, ])) # JSL $079E00, NOP the rest
# Initialize BWRAM with ROM parameters
patch.write_token(APTokenTypes.WRITE, 0x39E00, bytes([0xA0, 0x01, 0x60, # LDA #$6001 starting addr
0xA9, 0xFE, 0x1F, # LDY #$1FFE bytes to write
0x54, 0x40, 0x40,
# MVN $40, $40 copy $406000 from 406001 to 407FFE
0xA2, 0x00, 0x00, # LDX #$0000
0xA0, 0x14, 0x00, # LDY #$0014
0xBD, 0x00, 0x81, # LDA $8100, X - rom header
0xDF, 0x00, 0xC0, 0x07,
# CMP $07C000, X - compare to real rom name
0xD0, 0x06,
# BNE $079E1E - area is uninitialized or corrupt, reset
0xE8, # INX
0x88, # DEY
0x30, 0x2C,
# BMI $079E48 - if Y is negative, rom header matches, valid bwram
0x80, 0xF1, # BRA $079E0F - else continue loop
0xA9, 0x00, 0x00, # LDA #$0000
0x8D, 0x00, 0x80,
# STA $8000 - initialize first byte that gets copied
0xA2, 0x00, 0x80, # LDX #$8000
0xA0, 0x01, 0x80, # LDY #$8001
0xA9, 0xFD, 0x7F, # LDA #$7FFD
0x54, 0x40, 0x40, # MVN $40, $40 - initialize 0x8000 onward
0xA2, 0x00, 0xD0, # LDX #$D000 - seed info 0x3D000
0xA0, 0x00, 0x90, # LDY #$9000 - target location
0xA9, 0x00, 0x10, # LDA #$1000
0x54, 0x40, 0x07, # MVN $07, $40
0xA2, 0x00, 0xC0, # LDX #$C000 - ROM name
0xA0, 0x00, 0x81, # LDY #$8100 - target
0xA9, 0x15, 0x00, # LDA #$0015
0x54, 0x40, 0x07, # MVN $07, $40
0x6B, # RTL
]))
# Copy Ability
patch.write_token(APTokenTypes.WRITE, 0x399A0, bytes([0xB9, 0xF3, 0x54, # LDA $54F3
0x48, # PHA
0x0A, # ASL
0xAA, # TAX
0x68, # PLA
0xDD, 0x20, 0x80, # CMP $7F50, X
0xEA, 0xEA, # NOP NOP
0xF0, 0x03, # BEQ $0799B1
0xA9, 0x00, 0x00, # LDA #$0000
0x99, 0xA9, 0x54, # STA $54A9, Y
0x6B, # RET
0xEA, 0xEA, 0xEA, 0xEA, # NOPs to fill gap
0x48, # PHA
0x0A, # ASL
0xA8, # TAX
0x68, # PLA
0xD9, 0x20, 0x80, # CMP $7F50, Y
0xEA, # NOP
0xF0, 0x03, # BEQ $0799C6
0xA9, 0x00, 0x00, # LDA #$0000
0x9D, 0xA9, 0x54, # STA $54A9, X
0x9D, 0xDF, 0x39, # STA $39DF, X
0x6B, # RET
]))
# Kirby/Gooey Copy Ability
patch.write_token(APTokenTypes.WRITE, 0x30518, bytes([0x22, 0xA0, 0x99, 0x07, 0xEA, 0xEA, ])) # JSL $0799A0
# Animal Copy Ability
patch.write_token(APTokenTypes.WRITE, 0x507E8, bytes([0x22, 0xB9, 0x99, 0x07, 0xEA, 0xEA, ])) # JSL $0799B0
# Entity Spawn
patch.write_token(APTokenTypes.WRITE, 0x21CD7, bytes([0x22, 0x00, 0x9D, 0x07, ])) # JSL $079D00
# Check Spawn Animal
patch.write_token(APTokenTypes.WRITE, 0x39D00, bytes([0x48, # PHA
0xE0, 0x02, 0x00, # CPX #$0002 - is this an animal friend?
0xD0, 0x0C, # BNE $079D12
0xEB, # XBA
0x48, # PHA
0x0A, # ASL
0xA8, # TAY
0x68, # PLA
0x1A, # INC
0xD9, 0x00, 0x80,
# CMP $8000, Y - do we have this animal friend
0xF0, 0x01, # BEQ $079D12 - we have this animal friend
0xE8, # INX
0x7A, # PLY
0xA9, 0x99, 0x99, # LDA #$9999
0x6B, # RTL
]))
# Allow Purification
patch.write_token(APTokenTypes.WRITE, 0xAFC8, bytes([0x22, 0x00, 0x9A, 0x07, # JSL $079A00
0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA,
0xEA, 0xEA, 0xEA, ]))
# Check Purification and Enable Sub-games
patch.write_token(APTokenTypes.WRITE, 0x39A00, bytes([0x8A, # TXA
0xC9, 0x00, 0x00, # CMP #$0000 - is this level 1
0xF0, 0x03, # BEQ $079A09
0x4A, # LSR
0x4A, # LSR
0x1A, # INC
0xAA, # TAX
0xAD, 0x70, 0x80, # LDA $8070 - heart stars
0x18, # CLC
0xCF, 0x0A, 0xD0, 0x07, # Compare to goal heart stars
0x90, 0x28, # BCC $079A3C - we don't have enough
0xDA, # PHX
0xA9, 0x14, 0x00, # LDA #$0014
0x8D, 0x62, 0x7F, # STA #$7F62 - play sound fx 0x14
0xAF, 0x12, 0xD0, 0x07, # LDA $07D012 - goal
0xC9, 0x00, 0x00, # CMP #$0000 - are we on zero goal?
0xF0, 0x11, # BEQ $079A35 - we are
0xA9, 0x01, 0x00, # LDA #$0001
0xAE, 0x17, 0x36, # LDX $3617 - current save
0x9D, 0xDD, 0x53, # STA $53DD - boss butch
0x9D, 0xDF, 0x53, # STA $53DF - MG5
0x9D, 0xE1, 0x53, # STA $53E1 - Jumping
0x80, 0x06, # BRA $079A3B
0xA9, 0x01, 0x00, # LDA #$0001
0x8D, 0xA0, 0x80, # STA $80A0 - zero unlock address
0xFA, # PLX
0xAD, 0x70, 0x80, # LDA $8070 - current heart stars
0xDF, 0x00, 0xD0, 0x07,
# CMP $07D000, X - compare to world heart stars
0xB0, 0x02, # BCS $079A47
0x18, # CLC
0x6B, # RTL
0x38, # SEC
0x6B, # RTL
]))
# Check for Sound on Main Loop
patch.write_token(APTokenTypes.WRITE, 0x6AE4, bytes([0x22, 0x00, 0x9B, 0x07, 0xEA])) # JSL $079B00
# Play Sound Effect at given address and check/update traps
patch.write_token(APTokenTypes.WRITE, 0x39B00, bytes([0x85, 0xD4, # STA $D4
0xEE, 0x24, 0x35, # INC $3524
0xEA, # NOP
0xAD, 0x62, 0x7F, # LDA $7F62 - sfx to be played
0xF0, 0x07, # BEQ $079B12 - skip if 0
0x22, 0x27, 0xD9, 0x00, # JSL $00D927 - play sfx
0x9C, 0x62, 0x7F, # STZ $7F62
0xAD, 0xD0, 0x36, # LDA $36D0
0xC9, 0xFF, 0xFF, # CMP #$FFFF - are we in menus?
0xF0, 0x34, # BEQ $079B4E - return if we are
0xAD, 0xD3, 0x39, # LDA $39D3 - gooey hp
0xD0, 0x0F, # BNE $079B2E - gooey is already spawned
0xAD, 0x80, 0x80, # LDA $8080
0xC9, 0x00, 0x00, # CMP #$0000 - did we get a gooey trap
0xF0, 0x07, # BEQ $079B2E - branch if we did not
0x22, 0x80, 0xA1, 0x07, # JSL $07A180 - spawn gooey
0x9C, 0x80, 0x80, # STZ $8080
0xAD, 0x82, 0x80, # LDA $8082 - slowness
0xF0, 0x04,
# BEQ $079B37 - are we under the effects of a slowness trap
0x3A, # DEC
0x8D, 0x82, 0x80, # STA $8082 - dec by 1 each frame
0xDA, # PHX
0x5A, # PHY
0xAD, 0xA9, 0x54, # LDA $54A9 - copy ability
0xF0, 0x0E,
# BEQ $079B4C - branch if we do not have a copy ability
0xAD, 0x84, 0x80, # LDA $8084 - eject ability
0xF0, 0x09,
# BEQ $079B4C - branch if we haven't received eject
0xA9, 0x00, 0x20, # LDA #$2000 - select button press
0x8D, 0xC1, 0x60, # STA $60C1 - write to controller mirror
0x9C, 0x84, 0x80, # STZ $8084
0x7A, # PLY
0xFA, # PLX
0x6B, # RTL
]))
# Dedede - Remove bad ending
patch.write_token(APTokenTypes.WRITE, 0xB013, bytes([0x38])) # Change CLC to SEC
# Heart Star Graphics Fix
patch.write_token(APTokenTypes.WRITE, 0x39B50, bytes([0xA9, 0x00, 0x00, # LDA #$0000
0xDA, # PHX
0x5A, # PHY
0xAE, 0x3F, 0x36, # LDX $363F - current level
0xAC, 0x41, 0x36, # LDY $3641 - current stage
0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x09, # BEQ $079B69
0x1A, 0x1A, 0x1A, 0x1A, 0x1A, 0x1A, # INC x6
0xCA, # DEX
0x80, 0xF2, # BRA $079B5B - return to loop head
0xC0, 0x00, 0x00, # CPY #$0000
0xF0, 0x04, # BEQ $079B72
0x1A, # INC
0x88, # DEY
0x80, 0xF7, # BRA $079B69 - return to loop head
0x0A, # ASL
0xAA, # TAX
0xBF, 0x80, 0xD0, 0x07,
# LDA $079D080, X - table of original stage number
0xC9, 0x03, 0x00,
# CMP #$0003 - is the current stage a minigame stage?
0xF0, 0x03, # BEQ $079B80 - branch if so
0x18, # CLC
0x80, 0x01, # BRA $079B81
0x38, # SEC
0x7A, # PLY
0xFA, # PLX
0x6B, # RTL
]))
# Reroute Heart Star Graphic Check
patch.write_token(APTokenTypes.WRITE, 0x4A01F, bytes([0x22, 0x50, 0x9B, 0x07, 0xEA, 0xEA, 0xB0, ])) # 1-Ups
patch.write_token(APTokenTypes.WRITE, 0x4A0AE, bytes([0x22, 0x50, 0x9B, 0x07, 0xEA, 0xEA, 0x90, ])) # Heart Stars
# reroute 5-6 miniboss music override
patch.write_token(APTokenTypes.WRITE, 0x93238, bytes([0x22, 0x80, 0x9F, 0x07, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA,
0xEA, 0xEA, 0xEA, 0xEA, 0xB0, ]))
patch.write_token(APTokenTypes.WRITE, 0x39F80, bytes([0xEA,
0xDA, # PHX
0x5A, # PHY
0xA9, 0x00, 0x00, # LDA #0000
0xAE, 0x3F, 0x36, # LDX $363F
0xAC, 0x41, 0x36, # LDY $3641
0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x0A, # BEQ $079F9B
0x1A, 0x1A, 0x1A, 0x1A, 0x1A, 0x1A, 0x1A, # INC x6
0xCA, # DEX
0x80, 0xF1, # BRA $079F8C - return to loop head
0xC0, 0x00, 0x00, # CPY #$0000
0xF0, 0x04, # BEQ $079FA4
0x1A, # INC
0x88, # DEY
0x80, 0xF7, # BRA $079F9B - return to loop head
0x0A, # ASL
0xAA, # TAX
0xBF, 0x20, 0xD0, 0x07, # LDA $07D020, X
0xC9, 0x1E, 0x00, # CMP #$001E
0xF0, 0x03, # BEQ $079FB2
0x18, # CLC
0x80, 0x01, # BRA $079FB3
0x38, # SEC
0x7A, # PLY
0xFA, # PLX
0x6B, # RTL
]))
# reroute zero eligibility
patch.write_token(APTokenTypes.WRITE, 0x137B1,
bytes([0xA0, 0x80, 0xC9, 0x01, ])) # compare $80A0 to #$0001 for validating zero access
# set goal on non-fast goal
patch.write_token(APTokenTypes.WRITE, 0x14463, bytes([0x22, 0x00, 0x9F, 0x07, 0xEA, 0xEA, ]))
patch.write_token(APTokenTypes.WRITE, 0x39F00, bytes([0xDA, # PHX
0xAF, 0x12, 0xD0, 0x07, # LDA $07D012
0xC9, 0x00, 0x00, # CMP #$0000
0xF0, 0x11, # BEQ $079F1B
0xA9, 0x01, 0x00, # LDA #$0001
0xAE, 0x17, 0x36, # LDX $3617 - current save
0x9D, 0xDD, 0x53, # STA $53DD, X - Boss butch
0x9D, 0xDF, 0x53, # STA $53DF, X - MG5
0x9D, 0xD1, 0x53, # STA $53D1, X - Jumping
0x80, 0x06, # BRA $079F21
0xA9, 0x01, 0x00, # LDA #$0001
0x8D, 0xA0, 0x80, # STA $80A0
0xFA, # PLX
0xA9, 0x06, 0x00, # LDA #$0006
0x8D, 0xC1, 0x5A, # STA $5AC1 - cutscene
0x6B, # RTL
]))
# set flag for completing a stage
patch.write_token(APTokenTypes.WRITE, 0x1439D, bytes([0x22, 0x80, 0xA0, 0x07, 0xEA, 0xEA, ]))
patch.write_token(APTokenTypes.WRITE, 0x3A080, bytes([0xDA, # PHX
0xAD, 0xC1, 0x5A, # LDA $5AC1 - completed stage cutscene
0xF0, 0x38, # BEQ $07A0BE - we have not completed a stage
0xA9, 0x00, 0x00, # LDA #$0000
0xAE, 0xCF, 0x53, # LDX $53CF - current level
0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x0A, # BEQ $07A09B
0xCA, # DEX
0x1A, 0x1A, 0x1A, 0x1A, 0x1A, 0x1A, 0x1A, # INC x6
0x80, 0xF1, # BRA $07A08C - return to loop head
0xAE, 0xD3, 0x53, # LDX $53D3 - current stage
0xE0, 0x07, 0x00, # CPX #$0007 - is this a boss stage
0xF0, 0x1B, # BEQ $07A0BE - return if so
0xCA, # DEX
0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x04, # BEQ $07A0AD
0x1A, # INC
0xCA, # DEX
0x80, 0xF7, # BRA $07A0A4 - return to loop head
0x0A, # ASL
0xAA, # TAX
0xBD, 0x20, 0x90,
# LDA $9020, X - load the stage we completed
0x3A, # DEC
0x0A, # ASL
0xAA, # TAX
0xA9, 0x01, 0x00, # LDA #$0001
0x1D, 0x00, 0x82, # ORA $8200, X
0x9D, 0x00, 0x82, # STA $8200, X
0xFA, # PLX
0xAD, 0xCF, 0x53, # LDA $53CF
0xCD, 0xCB, 0x53, # CMP $53CB
0x6B, # RTL
]))
# spawn Gooey for Gooey trap
patch.write_token(APTokenTypes.WRITE, 0x3A180,
bytes([0x5A, 0xDA, 0xA2, 0x00, 0x00, 0xA0, 0x00, 0x00, 0x8D, 0x43, 0x55, 0xB9, 0x22, 0x19, 0x85,
0xC0, 0xB9, 0xA2, 0x19, 0x85, 0xC2, 0xA9, 0x08, 0x00, 0x85, 0xC4, 0xA9, 0x02, 0x00, 0x8D,
0x2A, 0x35, 0xA9, 0x03, 0x00, 0x22, 0x4F, 0xF5, 0x00, 0x8E, 0x41, 0x55, 0xA9, 0xFF, 0xFF,
0x9D, 0x22, 0x06, 0x22, 0xEF, 0xBA, 0x00, 0x22, 0x3C, 0x88, 0xC4, 0xAE, 0xD1, 0x39, 0xE0,
0x01, 0x00, 0xF0, 0x0D, 0xA9, 0xFF, 0xFF, 0xE0, 0x02, 0x00, 0xF0, 0x01, 0x3A, 0x22, 0x22,
0x3C, 0xC4, 0xFA, 0x7A, 0x6B, ]))
# this is mostly just a copy of the function to spawn gooey when you press the A button, could probably be simpler
# limit player speed when speed trap enabled
patch.write_token(APTokenTypes.WRITE, 0x3A200, bytes([0xDA, # PHX
0xAE, 0x82, 0x80, # LDX $8082 - do we have slowness
0xF0, 0x01, # BEQ $07A207 - branch if we do not
0x4A, # LSR
0xFA, # PLX
0x99, 0x22, 0x1F, # STA $1F22, Y - player max speed
0x49, 0xFF, 0xFF, # EOR #$FFFF
0x6B, # RTL
]))
patch.write_token(APTokenTypes.WRITE, 0x785E, bytes([0x22, 0x00, 0xA2, 0x07, 0xEA, 0xEA, ]))
# write heart star count
patch.write_token(APTokenTypes.WRITE, 0x2246,
bytes([0x0D, 0xDA, 0xBD, 0xA0, 0x6C, 0xAA, 0xBD, 0x22, 0x6E, 0x20, 0x5B, 0xA2, 0xFA, 0xE8, 0x22,
0x80, 0xA2, 0x07, ])) # change upper branch to hit our JSL, then JSL
patch.write_token(APTokenTypes.WRITE, 0x14317, bytes([0x22, 0x00, 0xA3, 0x07, ]))
patch.write_token(APTokenTypes.WRITE, 0x3A280, bytes([0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x01, # BEQ $07A286
0xE8, # INX
0xEC, 0x1E, 0x65, # CPX $651E
0x90, 0x66, # BCC 07A2F1
0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x61, # BEQ $07A2F1
0xAF, 0xD0, 0x36, 0x40, # LDA $4036D0
0x29, 0xFF, 0x00, # AND #$00FF
0xF0, 0x57, # BEQ $07A2F0
0xAD, 0x00, 0x30, # LDA $3000
0x29, 0x00, 0x02, # AND #$0200
0xC9, 0x00, 0x00, # CMP #$0000
0xD0, 0x4C, # BNE $07A2F0
0x5A, # PHY
0xAD, 0x00, 0x30, # LDA $3000
0xA8, # TAY
0x18, # CLC
0x69, 0x20, 0x00, # ADC #$0020
0x8D, 0x00, 0x30, # STA $3000
0xAF, 0x70, 0x80, 0x40, # LDA $408070
0xA2, 0x00, 0x00, # LDX #$0000
0xC9, 0x0A, 0x00, # CMP $000A
0x90, 0x07, # BCC $07A2C3
0x38, # SEC
0xE9, 0x0A, 0x00, # SBC #$000A
0xE8, # INX
0x80, 0xF4, # BRA $07A2B7
0xDA, # PHX
0xAA, # TAX
0x68, # PLA
0x09, 0x00, 0x25, # ORA #$2500
0x48, # PHA
0xA9, 0x70, 0x2C, # LDA #$2C70
0x99, 0x00, 0x00, # STA $0000, Y
0x68, # PLA
0xC8, # INY
0xC8, # INY
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0x8A, # TXA
0x09, 0x00, 0x25, # ORA #$2500
0x48, # PHA
0xA9, 0x78, 0x2C, # LDA #$2C78
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0x68, # PLA
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0x22, 0x80, 0xA3, 0x07, # JSL $07A380 - we ran out of room
0x7A, # PLY
0x38, # SEC
0x6B, # RTL
]))
patch.write_token(APTokenTypes.WRITE, 0x3A300, bytes([0x22, 0x9F, 0xD2, 0x00, # JSL $00D29F - play sfx
0xDA, # PHX
0x8B, # PHB
0xA9, 0x00, 0x00,
0x48, # PHA
0xAB, # PLB
0xAB, # PLB
0xA9, 0x00, 0x70, # LDA #$7000
0x8D, 0x16, 0x21, # STA $2116
0xA2, 0x00, 0x00, # LDX #$0000
0xE0, 0x40, 0x01, # CPX #$0140
0xF0, 0x0B, # BEQ $07A325
0xBF, 0x50, 0x2F, 0xD9, # LDA $D92F50, X
0x8D, 0x18, 0x21, # STA $2118
0xE8, # INX
0xE8, # INX
0x80, 0xF0, # BRA $07A315
0xA2, 0x00, 0x00, # LDX #$0000
0xE0, 0x20, 0x00, # CPX #$0020
0xF0, 0x0B, # BEQ $07A338
0xBF, 0x10, 0x2E, 0xD9, # LDA $D92E10, X
0x8D, 0x18, 0x21, # STA $2118
0xE8, # INX
0xE8, # INX
0x80, 0xF0, # BRA $07A328
0x5A, # PHY
0xAF, 0x12, 0xD0, 0x07, # LDA $07D012
0x0A, # ASL
0xAA, # TAX
0xBF, 0x00, 0xE0, 0x07, # LDA $07E000, X
0xAA, # TAX
0xA0, 0x00, 0x00, # LDY #$0000
0xC0, 0x20, 0x00, # CPY #$0020
0xF0, 0x0D, # BEQ $07A359
0xBF, 0x70, 0x31, 0xD9, # LDA $D93170, X
0x8D, 0x18, 0x21, # STA $2118
0xE8, # INX
0xE8, # INX
0xC8, # INY
0xC8, # INY
0x80, 0xEE, # BRA $07A347
0xAF, 0x0C, 0xD0, 0x07, # LDA $07D00C
0x0A, # ASL
0xAA, # TAX
0xBF, 0x10, 0xE0, 0x07, # LDA $07E010, X
0xAA, # TAX
0xA0, 0x00, 0x00, # LDY #$0000
0xC0, 0x20, 0x00, # CPY #$0020
0xF0, 0x0D, # BEQ $07A379
0xBF, 0x70, 0x31, 0xD9, # LDA $D93170, X
0x8D, 0x18, 0x21, # STA $2118
0xE8, # INX
0xE8, # INX
0xC8, # INY
0xC8, # INY
0x80, 0xEE, # BRA $07A367
0x7A, # PLY
0xAB, # PLB
0xFA, # PLX
0x6B, # RTL
]))
patch.write_token(APTokenTypes.WRITE, 0x3A380, bytes([0xA9, 0x80, 0x2C, # LDA #$2C80
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xA9, 0x0A, 0x25, # LDA #$250A
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xAF, 0xCF, 0x53, 0x40, # LDA $4053CF
0x0A, # ASL
0xAA, # TAX
0xBF, 0x00, 0x90, 0x40, # LDA $409000, X
0xA2, 0x00, 0x00, # LDX #$0000
0xC9, 0x0A, 0x00, # CMP #$000A
0x90, 0x07, # BCC $07A3A9
0x38, # SEC
0xE9, 0x0A, 0x00, # SBC #$000A
0xE8, # INX
0x80, 0xF4, # BRA $07A39D - return to loop head
0xDA, # PHX
0xAA, # TAX
0x68, # PLA
0x09, 0x00, 0x25, # ORA #$2500
0x48, # PHA
0xA9, 0x88, 0x2C, # LDA #$2C88
0x99, 0x00, 0x00, # STA $0000, Y
0x68, # PLA
0xC8, # INY
0xC8, # INY
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0x8A, # TXA
0x09, 0x00, 0x25, # ORA #$2500
0x48, # PHA
0xA9, 0x90, 0x2C, # LDA #$2C90
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0x68, # PLA
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xA9, 0xD8, 0x14, # LDA #$14D8
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xA9, 0x0B, 0x25, # LDA #$250B
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xA9, 0xE0, 0x14, # LDA #$14E0
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xA9, 0x0A, 0x25, # LDA #$250A
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xA9, 0xE8, 0x14, # LDA #$14E8
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xA9, 0x0C, 0x25, # LDA #$250C
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0xAD, 0x00, 0x30, # LDA $3000
0x38, # SEC
0xE9, 0x40, 0x30, # SBC #$3040
0x4A, # LSR
0x4A, # LSR
0xC9, 0x04, 0x00, # CMP #$0004
0x90, 0x06, # BCC $07A415
0x3A, 0x3A, 0x3A, 0x3A, # DEC x4
0x80, 0xF5, # BRA $07A40A - return to loop head
0x8D, 0x40, 0x32, # STA $3240
0xA9, 0x04, 0x00, # LDA #$0004
0x38, # SEC
0xED, 0x40, 0x32, # SBC $3240
0xAA, # TAX
0xA9, 0xFF, 0x00, # LDA #$00FF
0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x05, # BEQ $07A42D
0x4A, # LSR
0x4A, # LSR
0xCA, # DEX
0x80, 0xF6, # BRA $07A423
0xAC, 0x02, 0x30, # LDY $3002
0x39, 0x00, 0x00, # AND $0000, Y
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xA9, 0x00, 0x00, # LDA #$0000
0x99, 0x00, 0x00, # STA $0000, Y
0xC8, # INY
0xC8, # INY
0x99, 0x00, 0x00, # STA $0000, Y
0x6B, # RTL
]))
# Goal/Goal Speed letter offsets
patch.write_token(APTokenTypes.WRITE, 0x3E000,
bytes([0x20, 0x03, 0x20, 0x00, 0x80, 0x01, 0x20, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0xA0, 0x01, 0xA0, 0x00, ]))
# base patch done, write relevant slot info
# Write strict bosses patch
if multiworld.strict_bosses[player]:
patch.write_token(APTokenTypes.WRITE, 0x3A000, bytes([0xDA, # PHX
0xAD, 0xCB, 0x53, # LDA $53CB - unlocked level
0xC9, 0x05, 0x00,
# CMP #$0005 - have we unlocked level 5?
0xB0, 0x15,
# BCS $07A01E - we don't need to do anything if so
0xEA, 0xEA, 0xEA, 0xEA, 0xEA,
# NOP x5, unsure when these got here
0xAE, 0xCB, 0x53, # LDX $53CB
0xCA, # DEX
0x8A, # TXA
0x0A, # ASL
0xAA, # TAX
0xAD, 0x70, 0x80, # LDA $8070 - current heart stars
0xDF, 0x00, 0xD0, 0x07,
# CMP $07D000, X - do we have enough HS to purify?
0xB0, 0x03, # BCS $07A021 - branch if we do not
0x38, # SEC
0x80, 0x01, # BRA $07A022
0x18, # CLC
0xFA, # PLX
0xAD, 0xCD, 0x53, # LDA $53CD
0x6B, # RTL
]))
patch.write_token(APTokenTypes.WRITE, 0x143D9, bytes([0x22, 0x00, 0xA0, 0x07, 0xEA, 0xEA, ]))
# Write open world patch
if multiworld.open_world[player]:
patch.write_token(APTokenTypes.WRITE, 0x14238, bytes([0xA9, 0x06, 0x00, # LDA #$0006
0x22, 0x80, 0x9A, 0x07, # JSL $079A80
0xEA, 0xEA, 0xEA, 0xEA,
0xEA, ])) # set starting stages to 6
patch.write_token(APTokenTypes.WRITE, 0x39A80, bytes([0x8D, 0xC1, 0x5A, # STA $5AC1 (cutscene)
0x8D, 0xCD, 0x53, # STA $53CD (unlocked stages)
0x1A, # INC
0x8D, 0xB9, 0x5A,
# STA $5AB9 (currently selectable stages)
0xA9, 0x01, 0x00, # LDA #$0001
0x8D, 0x9D, 0x5A, # STA $5A9D
0x8D, 0x9F, 0x5A, # STA $5A9F
0x8D, 0xA1, 0x5A, # STA $5AA1
0x8D, 0xA3, 0x5A, # STA $5AA3
0x8D, 0xA5, 0x5A, # STA $5AA5
0x6B, # RTL
]))
patch.write_token(APTokenTypes.WRITE, 0x143C7, bytes([0xAD, 0xC1, 0x5A, 0xCD, 0xC1, 0x5A, ]))
# changes the stage flag function to compare $5AC1 to $5AC1,
# always running the "new stage" function
# This has further checks present for bosses already, so we just
# need to handle regular stages
# write check for boss to be unlocked
patch.write_token(APTokenTypes.WRITE, 0x3A100, bytes([0xDA, # PHX
0x5A, # PHY
0xAD, 0xCD, 0x53, # LDA $53CD
0xC9, 0x06, 0x00, # CMP #$0006
0xD0, 0x50,
# BNE $07A15A - return if we aren't on stage 6
0xAD, 0xCF, 0x53, # LDA $53CF
0x1A, # INC
0xCD, 0xCB, 0x53,
# CMP $53CB - are we on the most unlocked level?
0xD0, 0x47, # BNE $07A15A - return if we aren't
0xA9, 0x00, 0x00, # LDA #$0000
0xAE, 0xCF, 0x53, # LDX $53CF
0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x06, # BEQ $07A124
0x69, 0x06, 0x00, # ADC #$0006
0xCA, # DEX
0x80, 0xF5, # BRA $07A119 - return to loop head
0x0A, # ASL
0xAA, # TAX
0xA9, 0x00, 0x00, # LDA #$0000
0xA0, 0x06, 0x00, # LDX #$0006
0x5A, # PHY
0xDA, # PHX
0xFA, # PLX
0xBC, 0x20, 0x90, # LDY $9020, X - get stage id
0x88, # DEY
0xE8, # INX
0xE8, # INX
0x48, # PHA
0x98, # TYA
0x0A, # ASL
0xA8, # TAY
0x68, # PLA
0x79, 0x00, 0x82,
# ADC $8200, Y - add current stage value to total
0x7A, # PLY
0x88, # DEY
0x5A, # PHY
0xDA, # PHX
0xC0, 0x00, 0x00, # CPY #$0000
0xD0, 0xE8, # BNE $07A12E - return to loop head
0xFA, # PLX
0x7A, # PLY
0x38, # SEC
0xED, 0x16, 0x90, # SBC $9016
0x90, 0x0C, # BCC $07A12E
0xAD, 0xCD, 0x53, # LDA $53CD
0x1A, # INC
0x8D, 0xCD, 0x53, # STA $53CD
0x8D, 0xC1, 0x5A, # STA $5AC1
0x80, 0x03, # BRA 07A15D
0x9C, 0xC1, 0x5A, # STZ $5AC1
0x7A, # PLY
0xFA, # PLX
0x6B, # RTL
]))
# write hook to boss check
patch.write_token(APTokenTypes.WRITE, 0x143F0,
bytes([0x22, 0x00, 0xA1, 0x07, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, ]))
# Write checks for consumable-sanity
if multiworld.consumables[player]:
# Redirect Consumable Effect and write index
patch.write_token(APTokenTypes.WRITE, 0x3001E,
bytes([0x22, 0x80, 0x9E, 0x07, 0x4A, 0xC9, 0x05, 0x00, 0xB0, 0xFE, 0x0A, 0xAA, 0x7C, 0x2D,
0x00, 0x37, 0x00, 0x37, 0x00, 0x7E, 0x00, 0x94, 0x00, 0x37, 0x00, 0xA9, 0x26, 0x00,
0x22, 0x27, 0xD9, 0x00, 0xA4, 0xD2, 0x6B, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA, 0xEA,
0xEA, 0xEA, 0xEA, ]))
# JSL first, then edit the following sections to point 1-ups and heart stars to the same function, function just
# calls sound effect playing and prepares for the next function
# Write Consumable Index to index array
patch.write_token(APTokenTypes.WRITE, 0x39E80, bytes([0x48, # PHA
0xDA, # PHX
0x5A, # PHY
0x29, 0xFF, 0x00, # AND #$00FF
0x48, # PHA
0xAE, 0xCF, 0x53, # LDX $53CF
0xAC, 0xD3, 0x53, # LDY $53D3
0xA9, 0x00, 0x00, # LDA #$0000
0x88, # DEY
0xE0, 0x00, 0x00, # CPX #$0000
0xF0, 0x07, # BEQ $079E9D
0x18, # CLC
0x69, 0x07, 0x00, # ADC #$0007
0xCA, # DEX
0x80, 0xF4, # BRA $079E91 - return to loop head
0xC0, 0x00, 0x00, # CPY #$0000
0xF0, 0x04, # BEQ $079EA6
0x1A, # INC
0x88, # DEY
0x80, 0xF7, # BRA $079E9D - return to loop head
0x0A, # ASL
0xAA, # TAX
0xBF, 0x20, 0xD0, 0x07, # LDA $07D020, X - current stage
0x3A, # DEC
0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, # ASL x6