ReadJoypads: ... 06E6C 20 70 6E jsr ReadPortBits 06E6C 20 70 37 jsr $3770 DigitsMathRoutine: ... 06F6E BD 34 01 AddModLoop: lda DigitModifier,x ;load digit amount to increment 06F6E BD 1A 01 AddModLoop: lda $011a,x ;load uninitialized stack garbage? Hole_Empty: ... NoWhirlP: ... 07B85 A0 0F ldy #$0f ;start at ninth row and go to bottom, run RenderUnderPart 07B85 50 0F bvc $7b96 ;branch always to $7b96 E_GroundArea1: ... 07E75 05 A8 7B 28 24 8F C8 03.. .db $05, $a8, $7b, $28, $24, $8f, $c8, $03, $e8, $03 07E75 05 A8 7B 28 24 8F C8 03.. .db $05, $a8, $7b, $28, $24, $8f, $c8, $03, $e8, $01 ;that last $03 is now a $01. E_GroundArea9: ... 07F79 7B 8E 5B B7 9B 0E BB 0E.. .db $7b, $8e, $5b, $b7, $9b, $0e, $bb, $0e, $9b, $80 07F79 7B 8E 5B B7 9B 0E DD 0E.. .db $7b, $8e, $5b, $b7, $9b, $0e, $dd, $0e, $9b, $80 ;that $bb became a $dd L_UndergroundArea1: ... 08C85 33 54 46 40 47 21 56 04.. .db $33, $54, $46, $40, $47, $21, $56, $04, $5e, $02 08C85 33 54 46 40 47 21 56 04.. .db $33, $54, $46, $40, $47, $21, $56, $0a, $5e, $02 ;that $04 became $0a L_UndergroundArea3: ... 08D8D 53 44 AE 01 DF 4A 4D C7.. .db $53, $44, $ae, $01, $df, $4a, $4d, $c7, $0e, $81 08D8D 20 44 AE 01 DF 4A 4D C7.. .db $20, $44, $ae, $01, $df, $4a, $4d, $c7, $0e, $81 ;the first byte became a $20 L_WaterArea2: ... 08E8B 30 62 3C 08 42 37 59 40.. .db $30, $62, $3c, $08, $42, $37, $59, $40, $6a, $42 08E8B 30 62 3C 00 42 37 59 40.. .db $30, $62, $3c, $00, $42, $37, $59, $40, $6a, $42 ;that $08 became a $00 GameEngine: ... UpdScrollVar: ... 08F8F 8D 3D 07 sta ScrollThirtyTwo ;and store 08F8F 00 3D brk VineObjectHandler: ... WrCMTile: ... 099A1 AD 99 03 WrCMTile: lda VineHeight ;check vine height 099A1 AD 99 20 WrCMTile: lda $2099 ;check a mirror of PPUMASK... so PPU open bus. MiscObjectsCore: ... MiscLoop: ... 09BA4 F0 56 beq MiscLoopBack ;branch to check next slot 09BA4 F0 00 beq $9ba6 ;branch ahead zero bytes. We essentially turned this branch into a nop. PowerUpObjHandler: ... 09C9B D0 43 bne RunPUSubs ;branch ahead to enemy object routines 09C9B D0 08 bne $9Ca4 ;branch ahead to $9ca4 InitBlock_XY_Pos: ... 09D9B 9D EA 03 sta Block_PageLoc2,x ;save elsewhere to be used later 09D9B 9D EA 20 sta $20EA,x ;store in the ppu registers with an offset. BlockObjectsCore: ... 09EA7 F0 30 beq UpdSte ;if above the screen, branch to kill it 09EA7 F0 00 beq $9ea9 ;branch ahead zero bytes. We essentially turned this branch into a nop. ResidualGravityCode: ... 09FA9 A0 00 ldy #$00 ;this part appears to be residual, 09FA9 20 00 2C jsr $2C00 ;JSR to ppu registers. PlayerGraphicsTable: ... 0CECB FC FC FC FC 9E 9E 9F 9F .db $fc, $fc, $fc, $fc, $9e, $9e, $9f, $9f ;killed 0CECB FC FC FC 5D 9E 9E 9F 9F .db $fc, $fc, $fc, $5d, $9e, $9e, $9f, $9f ;killed RenderPlayerSub: ... 0CFCF 85 02 sta $02 ;store player's vertical position 0CFCF 06 02 asl $02 ;shift $02 to the left. CastleMusData: 0DBE5 28 30 28 32 28 30 28 2E .db $28, $30, $28, $32, $28, $30, $28, $2e 0DBE5 9E 30 28 32 28 30 28 2E .db $9e, $30, $28, $32, $28, $30, $28, $2e VictoryMusData: 0DEDC E3 E1 E3 1D DE E0 23 .db $e3, $e1, $e3, $1d, $de, $e0, $23 0DEDC E3 E1 85 1D DE E0 23 .db $e3, $e1, $85, $1d, $de, $e0, $23 BowserFlameEnvData: ... 0DFDA 1F 1F 1F 1E 1D 1C 1E 1F .db $1f, $1f, $1f, $1e, $1d, $1c, $1e, $1f 0DFDA 1F 1F 1F 1E 1D 47 1E 1F .db $1f, $1f, $1f, $1e, $1d, $47, $1e, $1f