The Lion King III: Timon & Pumbaa

The Lion King III: Timon & Pumbaa is a game based off of The Lion King, created by Tommy Xie as coding practice.

Development Text
Create by:Tomsoft Studio.E-mail:tomsoft@ihw.com.cn. Near the beginning of the ROM, at, is a developer credit left by the TomSoft SDK, used to develop this game.

Invalid stack size Insufficient memory 2500 A.D. Linker Copyright (C) 1985  -  Version 4.01f Listing Destination (N, T, D, E, L, P,  = N) : Error Only Listing Destination (T, D, P,  = T) : LIST ON/OFF Listing Destination (T, D, P,  = T) : Enter Run Time Selection : Assembly Terminated By Operator Can't Create Disk Listing File Text leftover from 2500 A.D. Linker 4.01f, often used to program unlicensed NES games.

 Bank12Table                               6    397    CHKMEET_TAB                        0326      6    396    CHKTAB_FULL                        0325      6    395    CHKTAB_SIZE                      0324         87    CON_00E1        MainCartEntry                 ? Pre   CODE                               0000           11          79     95    111    200    378    541    554    557    5626    360    CODEBUFFER                         02CD      6    112    COLORAREA                        0100      6    361    COLORBUFFER                        02CE      6    563    CON_0039                        =  0700      ?      N_00E0                        =  0080           81     82     83     84     85     86     87     88     89     90     91D                                                           92     936     81    CON_00E1                        =  0081      6     82    CON_00E2                        =  02      6     83    CON_00E3                        =  0083      6     84    CON_00E4                        =  0084      6     85    CON_00E5                      =  0085      6     86    CON_00E6                        =  0086      6     87    CON_00E7                        =  0087                                                    Page   18 ? � Tue Nov 11 1997 20:30                                                                                                Page   18      J  Defined            Symbol Name             Value                References   6     88    CON_00E8                      =  0088      6     89    CON_00E9                        =  0089      6     90    CON_00EA                        =  008A      6     91    CON_0B                        =  008B      6     92    CON_00EC                        =  008C      6     93    CON_00ED                        =  008D    ? 64   CON_0104                        =  0701          565    566    567    568    569    571    572    573    574    575    576?                                           578    579    580    581    582    583    585    586    587    588    589?                                                          590    592    593    594    595    596    597    599    600    601    602  b�          DataBankPort                    h           ? 603   604    607    608    609    610    611    612    614    615    616?                                                          617    618    619    621    622    623    624    625    626    628    629?                                                          630    631    632    633    636    637    638    639    640    641    643?                                                          644    645    646    647    648    651    652    653    654    655    656?                                                            658         660    661    662    663    666    667    668    669    670?                                                            671    673    674    5     76    677    678    680    681    682    683?                                                            684    685    687    688    689    690  6      692    694    695    696         �  @ �   K 1  SourceY                         ? � @ �   p�? D		#?                           697    698    700    701    702    703    704    705    707    708    710?                                                          711    712    714    715    716    717    718    719    720    721    722?                                                            724    5     26    727    728    731    732    733    735    736    737?                                                            739    740    741    743  7      745    747    748    750    751    753?                                                            754    756    757    759    760    762    7      5    766    768    769?                                                            771    772    774    775    777    778    780    781    783  78     786?                                                            787    789    790    792    793    795    796    798    799    801    802   ?@CO    64                        a�           �  @     ?P� CON_0174           ? 805   806  8      809    811    812    813    814    816    817    818Y                                                            819    821    822    823    86     65    CON_0105                        =  0702      6    566    CON_0106                        =  0703      6    567    CON_0107                      =  0704      6    568    CON_0108                        =  0705      6    569    CON_0109                        =  0706      6    571    CON_0A                        =  0707      6    572    CON_010B                        =  0708      6    573    CON_010C                        =  0709    6     74    CON_010D                        =  070A      6    575    CON_010E                        =  070B      6    576    CON_010F                      =  070C      6    578    CON_0110                        =  070D      6    579    CON_0111                        =  070E      6    580    CON_02                        =  070F      6    581    CON_0113                        =  0710      6    582    CON_0114                        =  0711    6     83    CON_0115                        =  0712      6    585    CON_0116                        =  0713      6    586    CON_0117                      =  0714      6    587    CON_0118                        =  0715      6    588    CON_0119                        =  0716      6    589    CON_0A                        =  0717      6    590    CON_011B                        =  0718      6    592    CON_011C                        =  0719    6     93    CON_011D                        =  071A      6    594    CON_011E                        =  071B      6    595    CON_011F                      =  071C      6    596    CON_0120                        =  071D      6    597    CON_0121                        =  071E      6    599    CON_02                        =  071F      6    600    CON_0123                        =  0720          �  @     5�? CON_0115                       ��             CON_0124                        =  0721      ? � Tue Nov 11 1997 20:30                                                                                                Page   19      J  Defined            Symbol Name             Value                References   6    602    CON_0125                      =  0722      6    603    CON_0126                        =  0723      6    604    CON_0127                        =  0724      6    607      0128                        =  0725      6    608    CON_0129                        =  0726      6    609    CON_012A                        = 72       6    610    CON_012B ? BEQ		?NextLMotion LDA		MOTION+2,X AND		#$C0 CMP		#$40 BNE		?NextLMotion LDA		MOTION+4,X CMP	OD   FER BNE		?NextLMotion JMP		?UpLocalFail ?NextLMotion: TXA CLC ADC		#$06 TAX CMP		#$30 BCC		?SearchLMotion L		   BUFFER				;搜索局部敌物控制表. LSR		A LSR		A LSR		A TAX LDA		LocalObject,X PHA LDA		CODEBUFFER AND		#$07 TA A ?ShiftLTable: CPX		#$00 BEQ		?ShiftLTableOk LSR		A DEX JMP		?ShiftLTable ?ShiftLTableOk: AND		#$01 CMP		#$01 EQ   pLocalOk ?UpLocalFail: LDA		#$FF RTS ?UpLocalOk: JSR		_InstallMotion RTS -+ _CheckVRge   		LDY		RefIndex LDA		(ADDR2),Y		;判断是否是填充水平方向的坐标. CMP		POSTEMPX BEQ		?CheckHighX JMP		?OutOfRange ?CheckHighX: IN   		LDA		(ADDR2),Y CMP		PAGETEMPX BEQ		?CheckY JMP		?OutOfRange ?CheckY: INY						;判断垂直方向是否在屏幕内. LDA		(ADDR2),Y 		   	POSTEMPY INY LDA		(ADDR2),Y STA		PAGETEMPY LDA		POSTEMPY SEC SBC		SCREEN_Y STA		POSTEMPY LDA		PAGETEMPY SBCSC   E_Y BNE		?OutOfRange LDA		POSTEMPY CMP		#240 BCS		?OutOfRange LDA		#$FF JMP		?ChkRangeExit ?OutOfRange: LDA		#$00 hk   eExit: RTS _CheckHRange: LDY		RefIndex LDA		(ADDR2),Y		;判断是否是填充水平方向的坐标. 		   	POSTEMPX INY LDA		(ADDR2),Y STA		PAGETEMPX LDA		POSTEMPX SEC SBC		SCREEN_X LDA		PAGETEMPX SBC		SCRPAGE_X BE	? kY			JMP		?OutOfRange ?CheckY: INY						;判断垂直方向是否在屏幕内. LDA		(ADDR2),Y CMP		POSTEMPY BNE		?OutOfRange INY DA   DDR2),Y			CMP		PAGETEMPY			BNE		?OutOfRange			LDA		#$FF			JMP		?ChkRangeExit ?OutOfRange:			LDA		#$00 ?ChkRangeExit:			RTS _InstallMotion:			LDX		#$00			STX		SPR_INDEX ?ar    ptyLM:			LDA		MOTION,X			CMP		#$FF			BEQ		?FoundEmptyLM			JMP		?NextLM ?FoundEmptyLM:			INY			LDA		(ADDR2),Y			AND		#$3F			CMP	$0    		BCS		?NormalActer			LDA		MOTION			CMP		#$FF			BEQ		?SetupMain			LDA		#$FF			JMP		?InstallExit ?SetupMain:			TYA			PHA			LDA		in    				;设定主角角色号. 			STA		MOTION+0,X			TAY			LDA		MainActionCode,Y			STA		MOTION+1,X			PLA			TAY			INY			JMP		?SetOtherInfor No    Acter:			LDA		(ADDR2),Y			AND		#$3F			STA		MOTION+0,X			INY			LDA		(ADDR2),Y			AND		#$1F			STA		MOTION+1,X ?SetOtherInfor:			LD	S    CONTROL			STA		MOTION+2,X			LDA		CODEBUFFER			STA		MOTION+4,X			INY			LDA		(ADDR2),Y			STA		MOTION+5,X			;---			X	    _INDEX			LDY		RefIndex			LDA		(ADDR2),Y			STA		SPRITE+0,X			INY LDA		(ADDR2),Y STA		SPRITE+1,X INY LDA		(ADDR2),Y ST	S   E+2,X INY LDA		(ADDR2),Y STA		SPRITE+3,X ;---			LDA		#$FF STA		SPRITE+4,X STA		SPRITE+5,X LDA		#$0 A		SPRITE+6,X STA		SPRITE+7,X STA		SPRITE+8,X STA		SPRITE+9,X JMP		?InstallExit ?NextLM: LDA		SPR_INDEX CLC ADC		#$ TA		SPR_INDEX TXA CLC ADC		#$06 TAX CMP		#$30 BCS		?SearchEmptyFail JMP		?SearchEmptyLM ?SearchEmptyFail: LDA		00   nstallExit: RTS MainActionCode: DB		09H,07H,05H SetSubEntry: LDY		#$02 ?SearchSubEntry: LDA		(ADDR0),Y INY CMP		#$FF BEQ		?SetSubEntryExit CMP		SCRPE_   		BNE		?SearchNext#1 LDA		(ADDR0),Y INY CMP		SCRPAGE_Y BNE		?SearchNextSub LDA		STAGE ASL		A TAY LDA		SCRPAGE_X 		   	StagePageTab,Y LDA		SCRPAGE_Y STA		StagePageTab+1,Y JMP		?SetSubEntryExit ?SearchNext#1: INY ?SearchNextSub: CPY		#2 BCC		?SearchSubEntry ?SetSubEntryExit: RTS INCLUDE	MAIN.INC END �		ADDR2 INY LDA		(ADDR0),Y STA		ADDR2+1 INY LDA		(ADDR0),Y JSR		SwitchDataBank		;全部   bank号. INY LDA		(ADDR0),Y			;全局部件表大小. STA		COUNT BNE		?11111 At the end of the ROM is this leftover source code. It is corrupt in the same way as Wait and See!, another Dragon game.
 * | 判断垂直填充条码时敌物坐标是否指定区域. 		 |
 * |	入口：RefIndex：在部件标注表内的偏移量		   ; |	出口：TRUE动画在指定条码上. 					 |
 * |			FALSE指定条码上没有动画. 				 |
 * | 判断水平填充码   物坐标是否指定区域. 		 |
 * |	入口：RefIndex：在部件标注表内的偏移量. 		 |
 * |	出口：TRUE动画在指定条码上. 					 |
 * |			FALSE指定条码上没有动.     |
 * |	出口：TRUE动画在指定条码上. 					 |
 * |			FALSE指定条码上没有动.     |
 * | Input: SNAP_CONTROL								 |
 * | Output::     The function success.FALSE fail. |
 * | Input: SNAP_CONTROL								 |
 * | Output::     The function success.FALSE fail. |