.mods2 LDA #&20 \ ?&1248 = &20 (opcode for a JSR instruction) STA &1248 STA &12FB \ ?&12FB = &20 (opcode for a JSR instruction) STA &2538 \ ?&2538 = &20 (opcode for a JSR instruction) STA &45CB \ ?&45CB = &20 (opcode for a JSR instruction) STA &2F23 \ ?&2F23 = &20 (opcode for a JSR instruction) LDA #&EA \ ?&2545 = &EA (opcode for a NOP instruction) STA &2545 LDA #13 \ ?&24EA = 13 (argument in a CMP #13 instruction) STA &24EA LDA #&A2 \ ?&1FE9 = &A2 (opcode for a LDX # instruction) STA &1FE9 LDA #0 \ ?&231B = 0 (branch offset in a BEQ instruction) STA &231B JMP mods3 \ Jump to part 3Name: ModifyGameCode (Part 2 of 4) [Show more] Type: Subroutine Category: Extra tracks Summary: Modify the game code to support the extra track dataContext: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
The code modifications are done in four parts. This is also where the zTrackSegmentO table is built, once the modifications have been done. The routine is exactly 40 bytes long, so there's one byte for each outer segment z-coordinate.
[X]
Label mods3 in subroutine ModifyGameCode (Part 3 of 4)