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Rise of the Robots (SNES)

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Title Screen

Rise of the Robots

Developers: Mirage, Data Design Interactive
Publishers: T&E Soft (JP), Acclaim Entertainment (US/EU)
Platform: SNES
Released in JP: December 1994
Released in US: December 1994
Released in EU: January 1995


SourceIcon.png This game has uncompiled source code.


ProtoIcon.png This game has a prototype article

The SNES Rise of the Robots contains a nice soundtrack (including a brief guitar riff from Queen's Brian May), but otherwise has the same crappy gameplay as the other versions of the game.

Hmmm...
To do:
There might be something hidden in the RNC-compressed data here.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Source Code Fragments

The European version has fragments of code hidden throughout the ROM:

At 1FFB5:

lda	#$00

		ldx	#16
!0
		jsr	wait_frame
		sta	|w_inidisp
		inc	a

25C667:

(sh)ow_text
		lda	>win_msg_table+2,x
		sta	results_win+window_text+2
		
!loop2:		jsr	wait_frame

		ldy	#results_win
		jsr	window_process

		lda	results_win+window_text
		ora	results_win+window_text+2
		bne	!loop2
		
		rts

print_gmess:	jsr	gfx_mess
		jsr	check_gfx_mess
		jsr	wait_frame

		rts

		if	cine
cine_list:	dl	wn_cb_mc

		dl	fly_mc

		dl	cn_ld_mc
		dl	ds_ld_mc

		dl	wn_cb_mc
		dl	cn_ap_mc
		dl	ds_ap_mc

		dl	wn_cb_mc
		dl	cn_cr_mc
		dl	ds_cr_mc

		dl	wn_cb_mc
		dl	cn_ml_mc
		dl	ds_ml_mc

		dl	wn_cb_mc
		dl	cn_jp_mc
		dl	ds_jp_mc

		dl	wn_cb_mc
		dl	cn_sp_mc
		dl	ds_sp_mc
		dl	0
		endif


end_sequence:
		if	en_sound!rom
		jsr	play_brian
		endif

		jsr	clr_palette_2
		lda	#0
		ldx	#256
		jsr	fade_it
		stz	flash_palette
		stz	flash_colour
		jsr	clr_pal_buff
		jsr	death_hdma_on

		jsr	clear_screen

		ldx	#10
		jsr	delay
		jsr	wait_frame


		jsr	screen_off
		stz	nrg_dsp_flg
		stz	split_mode

		lda	#29
		a08
		sta	w_bg1hofs
		xba
		sta	w_bg1hofs
		lda	#$03
		sta	|w_tm
		lda	#(sc_1b_scrn/2)>>8
		sta	w_bg1sc
		lda	#(sc_2c_scrn/2)>>8
		sta	w_bg2sc
		a16
		jsr	screen_on

		lea	window2_table,<a0
		jsr	init_windows

		lea	font_dat,<a0
		jsr	init_window_text

		lea	wind_mission,<a0
		ldy	#window_1
		jsr	create_window

		lea	mission_info,window_1+window_nexttext

		jsr	wait_log_finish

		stz	play_time

		if	en_which_logo<>1
		jsr	replay_up
		endif

		if	cine


win_cine_r:	lea	cine_list,cine_list_ptr
		
win_cine:	lda	cine_list_ptr
		ldx	cine_list_ptr+2
		sta	a0
		stx	a0+2
		ldy	#2
		lda	[a0]
		ora	[a0],y
		beq	win_cine_r

		lda	[a0]
		sta	cine_add
		lda	[a0],y
		sta	cine_add+2

		lda	cine_list_ptr
		clc
		adc	#4
		sta	cine_list_ptr

		lda	[cine_add]
		sta	cine_size

		inc	cine_add
		inc	cine_add

		ldx	#$200
		stx	charc_set
		stz	cine_count
		
		lda	#112
		sta	cine_pal_size

		lea	unpack_b1,<a1

win_loop:
		lda	cine_count
		cmp	cine_size
		bcs	end_win

		lda	[cine_add]
		tax
		inc	cine_add
		inc	cine_add
		lda	[cine_add]
		inc	cine_add
		inc	cine_add

		stx	a0
		sta	a0+2

		lda	#sc_1b_scrn/2+7*32+8+3
		sta	d0

		jsr	cine_frame

		jsr	wait_frame

		ldy	#window_1
		jsr	window_process
    
		inc	play_time

		inc	cine_count
		jmp	win_loop

end_win:

		jsr	clr_palette_2
		lda	#16
		ldx	#112
		jsr	fade_it

		lda	#sc_1b_scrn/2+6*32
		sta	blit_dest
		lda	#12*32
		sta	blit_lenth
		jsr	clear_ppu

		jmp	win_cine

		endif

!wloop:		jsr	wait_frame
		bra	!wloop

;************************************************************************************
;*
;* Game Message Process
;*
game_mess_process:
		lda	bouts_total
		cmp	bouts_selected
		beq	!no_final
		cmp	bout_number
		bne	!no_final
		lda	#0
		bra	!final
!no_final:	lda	bout_number
!final:		asl
		tax
		lda	>round_table,x
		ldx	#$40
		jsr	gfx_mess
		jsr	check_gfx_mess
		jsr	wait_frame

		jsr	game_mess
		lda	>rest_after_mess
		sta	rest

		jmp	game_loop_end


;************************************************************************************************
;*
;* Bout over process
;*

bout_over_process:
;		jsr	clear_top

		jsr	print_results

		jsr	bout_over_mess
no_game_mess:
		jsr	fade_screen_off
		jsr	screen_off
		jsr	hdma_off

		jsr	clear_sprites

		jsr	clear_screen

;****************************************************************************
;** Check here for replay
;**

		ldx	winner_amp
		bne	!player_won
;Last game was a draw
		lda	bout_number
		cmp	bouts_total
		bra	!not_next_opponent
!player_won:		
		lda	robot_won,x
		cmp	bouts_toplay
		bcc	!not_next_opponent

		ldx	mission
		dex
		bne	!new_select
		lda	dead_type
		beq	!dead
		ldx	players
		dex
		bne	!dead
		lda	#robot_sup
		cmp	robot_opponent
		bne	!next_robot
		jmp	!new_robot
!next_robot:
		inc	robot_opponent
		jmp	!new_robot
!not_next_opponent:
		jmp	!new_bout
!dead:
		jmp	!new_game

!new_robot:	lda	#gs_new_robot
		sta	game_state
		jmp	game_loop_end

!new_bout:	lda	#gs_new_bout
		sta	game_state
		jmp	game_loop_end

!new_game:	lda	#gs_new_game
		sta	game_state
		jmp	game_loop_end

!new_select:	lda	#gs_new_select
		sta	game_state
		jmp	game_loop_end


;************************************************************************************
;*
;* Game over process
;*

;****************************************************
;* Print results

;RESULT (overall)=0 for 
game_over_process:

		stz	result			;default to draw

		jsr	print_results		;print the result of last bout

		teletype results_win,finalr_msg

		lda	robot_2+robot_won	;see who won overall
		cmp	robot_1+robot_won	;If there is a winner bypass draw
		bne	!not_draw

;******************************** OVERALL DRAW **********************************

		teletype results_win,draw_msg

		jsr	game_end_mess		;fade to red etc.

		lda	#gs_new_game		;go play new game
		sta	game_state
		jmp	game_loop_end

;********************************************************************************

!not_draw:	ldy	robot_2+robot_type		;decide who is the winner
		lda	#0
		ldx	robot_1+robot_won
		cpx	robot_2+robot_won
		bcs	!r0_win				;bypass if it is cyborg

		ldy	#0
		lda	robot_2+robot_type		;else get type of oppponent
		bra	!opp_win
!r0_win:
		ldx	#1				;cyborg win result
		stx	result
		bra	!cont_win
!opp_win:
		ldx	#2				;opponent win
		stx	result
!cont_win:
		sty	dead_type			;who is dead

		asl
		asl
		tax
		lda	>winv_msg_table,x
		sta	results_win+window_text
		lda	>winv_msg_table+2,x
		sta	results_win+window_text+2
!loop3:		jsr	wait_frame
		ldy	#results_win
		jsr	window_process
		lda	results_win+window_text+2
		ora	results_win+window_text
		bne	!loop3

		

		ldx	mission				;decide on conditions to display GAME OVER
		dex
		bne	!no_game_over			;Not if TRAINING

		ldx	players				;Not if 2 Player
		dex
		bne	!no_game_over

		lda	result				;Not if Cyborg win
		cmp	#1
		beq	!no_game_over

		teletype results_win,gameover_msg		;print GAME OVER

!no_game_over:
		jsr	game_end_mess			;Fade to red print message
		jsr	dead_frame			;Death cinematic

		lda	result
		cmp	#1				;Cyborg victory
		beq	victory
;
;************************ Overall result draw or lose ***********************************
;

		ldx	mission			;if die on mission go back to intro screen
		dex				;else go back to select screen
		bne	!ns

		ldx	players
		dex
		bne	!ns

!ng:		lda	#gs_new_game
		sta	game_state
		jmp	game_loop_end
!ns:
		lda	#gs_new_select
		sta	game_state
		jmp	game_loop_end

;************************ Cyborg Victory *************************************************
victory:

		ldx	players			;2 Players - so select
		dex
		bne	!new_select

		ldx	mission			;Training - so new game
		dex
		bne	!new_select

		lda	robot_2+robot_type
		cmp	#robot_sup
		bne	!new_robot

;************************************************************************************
;
; M I S S I O N   C O M P L E T E   hurray , the end of the game
;
		jsr	end_sequence		;Victory

		lda	#gs_complete
		sta	game_state
		jmp	game_loop_end

!new_robot:
		inc	robot_opponent
		lda	#gs_new_robot
		sta	game_state
		jmp	game_loop_end

!new_game:
		lda	#gs_new_game
		sta	game_state
		jmp	game_loop_end

!new_select:
		lda	#gs_new_select
		sta	game_state
		jmp	game_loop_end

;************************************************************************************



set_scroll:	jsr	wait_frame
		lda	scroll_pos
		a08
		sta	|w_bg2vofs
		xba
		sta	|w_bg2vofs
		a16
		rts

init_new_robot:
		jsr	hdma_off
		lda	#1
		sta	tele_flag

		lda	#1
		sta	split_mode

		jsr	wait_frame
		jsr	clear_screen

		jsr	screen_off

		lda	#$0000
		sta	robot_2+robot_score

		stz	robot_1+robot_won
		stz	robot_2+robot_won

		lda	#1
		sta	bout_number
		lda	demo_mode
		bne	no_select
!sel_again:	jsr	select_screen
		lda	cancel_sel
		bne	!sel_again

no_select:	jsr	hdma_off
		jsr	wait_frame

		lda	players
		sta	players_g
		lda	bouts
		sta	bouts_g	
		lda	timer
		sta	timer_g

		lda	difficulty
		sta	difficulty_g

		lda	demo_mode
		beq	!no_demo


		lda	#0
		sta	players_g
		lda	#1
		sta	bouts_g
		lda	#4
		sta	timer_g
		lda	#2
		sta	difficulty_g
!no_demo:

		lda	bouts_g
		dec	a
		asl
		tax
		lda	>bouts_table,x
		sta	bouts_total
		sta	bouts_selected
		lsr
		inc	a
		sta	bouts_toplay
		rts
init_bout:
		jsr	hdma_off

		jsr	clear_screen
		jsr	clear_sprites
		jsr	init_sprites
		jsr	init_robots
		jsr	init_background
		jsr	init_vars

		jsr	inipix

		jsr	init_energy

		jsr	init_schedule



		jsr	wait_frame
		jsr	wait_frame
		jsr	wait_frame

		lda	#sc_2n_scrn/2
		sta	wind_screen

		lea	window_table,<a0
		jsr	init_windows
		lea	font_dat,<a0
		jsr	init_window_text

		lea	robot1_window,<a0
		ldy	#window_1
		jsr	create_window

		lea	robot2_window,<a0
		ldy	#window_2
		jsr	create_window

;		jsr	players_won

		jsr	hdma_off
		jsr	para_init

		jsr	hdma_on

		jsr	fade_screen_on
		jsr	screen_on

		jsr	setup_collisions

		lda	#%01010010
		sta	m_cgadsub
		lda	#%10000010
		sta	m_cgswsel

		a08
		lda	timer_value
		sta	timer_count
		ldx	timer_g
		dex
		lda	>timer_table,x
		sta	timer_count+1
		a16
		lda	>timer_table,x
		and	#$ff
		sta	timer_mode
		lda	#2
		sta	game_mode
		lda	#10
		sta	num_frames

		if	en_sound!rom
		lda	robot_opponent
		asl
		asl
		tax
		lda	>robot_table,x
		sta	a2
		lda	>robot_table+2,x
		sta	a2+2
		ldy	#ri_music
		lda	[a2],y
		jsr	play_tune
		endif

		jsr	wait_frame
		a08
		lda	#%01010000
		sta	|w_cgadsub
		lda	#%10000010
		sta	|w_cgswsel
		a16

		lda	#2
		sta	spr_blit_flag
		stz	shake
		lda	#4
		sta	sprite_blit_count

		stz	result

		lda	>rest_before_mess
		sta	rest


		stz	time_over_flag
		rts


init_sprite_blit:
		stz	blit_oam
		lda	#0
		ldx	#4*8/2
		ldy	#0

!lp:		sta	blit_tables,y
		iny
		iny
		dex
		bne	!lp

		rts

;***************************************************************************************
;*
;* Pause
Pause_It:
		lda	game_mode
		bne	!exit

		lda	#but_start
		bit	|joy_0
		bne	!start_it
		ldx	players
		dex
		beq	!exit
		bit	|joy_1
		bne	!start_it
		bra	!exit
!start_it:
		jsr	sprite_log_blit

		lda	#Pause_table&$ffff
		ldx	#$2
		jsr	gfx_mess
		jsr	check_gfx_mess

		lda	#but_start
		jsr	wait_button_down_up

		lda	#but_start
		jsr	wait_button_down_up

!exit:
		rts



wait_button_down_up:
		tax
!s0		jsr	wait_frame
		txa
		ldy	players
		dey
		beq	!p11
		bit	|joy_1
		bne	!s1
!p11:		bit	|joy_0
		beq	!s0

!s1:		jsr	wait_frame
		txa
		ldy	players
		dey
		beq	!p12
		bit	|joy_1
		bne	!s1
!p12:		bit	|joy_0
		bne	!s1

		rts


wbdu:
		tax
!s0
		lda	|frame_count
!s0a:		cmp	|frame_count
		beq	!s0a
		txa
		bit	|joy_0
		bne	!s1
		bit	|joy_1
		beq	!s0

!s1:
		lda	|frame_count
!s1a:		cmp	|frame_count
		beq	!s1a
		txa
		bit	|joy_0
		bne	!s1
		bit	|joy_1
		bne	!s1

		rts

make_joystick_config
		ldx	#j_config_1
		ldy	#0

!loop:		lda	0,x
		sta	j_config,y
		inx
		inx
		iny
		iny
		cpy	#12
		bcc	!loop

		rts

delay:
!wl:		jsr	wait_frame
		dex
		bne	!wl

		rts


gfx_mess_delay:
!wl:		phx
		jsr	wait_frame
		jsr	clear_sprite_buf
		jsr	csp
		jsr	check_gfx_mess
		jsr	sprite_log_blit
		plx
		dex
		bne	!wl

		rts

sect_2_exit:
		jsr	fade_screen_off
		jsr	vbl_vect_off

		jsr	screen_off
		jsr	hdma_off

		jsr	clear_sprites


!loop		jmp	!loop



which_logo:
		if	en_which_logo!rom
		jml	(logo_vect)
		endif
		rtl


check_timer_out:
		lda	timer_mode
		beq	cto_exit
		lda	game_mode
		bne	cto_exit
		lda	timer_count
		cmp	#2
		bcs	cto_exit
		stz	timer_count
		ldy	#robot_1
		lda	robot_1+robot_energylost
		cmp	robot_2+robot_energylost
		bcs	kill_game
		ldy	#robot_2
kill_game:
		lda	#1
		sta	time_over_flag
		jsr	end_bout
cto_exit:
		rts


game_end_mess:
		if	en_sound!rom
		jsr	fade_tune
		endif

		lda	#2000
		sta	|spr_blit_flag
		stz	nrg_dsp_flg
		jsr	wait_frame
		jsr	wait_frame

		lea	palette_str,<a0
		lda	#0
		ldx	#256
		jsr	copy_palette_2
		
		ldx	#256-16
		ldy	#16*2
!lp:		lda	palette_str2,y
		and	#%0000000000011111
		sta	palette_str2,y
		iny
		iny
		dex
		bne	!lp

		lda	#16
		ldx	#256-16-16-16
		jsr	fade_it

		jsr	wait_frame
		ldy	#window_1
		jsr	create_window_matrix
		jsr	wait_frame
		ldy	#window_2
		jsr	create_window_matrix
		stz	nrg_dsp_flg

!loop1:		jsr	wait_frame

		ldy	#window_1
		jsr	window_process

		ldy	#window_2
		jsr	window_process

		lda	window_1+window_text
		ora	window_1+window_text+2
		ora	window_2+window_text
		ora	window_2+window_text+2

		bne	!loop1

		stz	game_mode

		lda	#4
		sta	game_mode
		lda	#1
		sta	num_frames

		rts


bout_over_mess:

		ldy	#window_1
		jsr	create_window_matrix
		jsr	wait_frame
		ldy	#window_2
		jsr	create_window_matrix
		stz	nrg_dsp_flg

!loop1:		jsr	wait_frame

		ldy	#window_1
		jsr	window_process

		ldy	#window_2
		jsr	window_process

		lda	window_1+window_text
		ora	window_1+window_text+2
		ora	window_2+window_text
		ora	window_2+window_text+2

		bne	!loop1

		lda	#100
		lda	#end_time
		sta	num_frames

		rts



game_mess:

!loop1:		jsr	wait_frame

		ldy	#window_1
		jsr	window_process

		ldy	#window_2
		jsr	window_process

		lda	window_1+window_text
		ora	window_1+window_text+2
		ora	window_2+window_text
		ora	window_2+window_text+2

		bne	!loop1

		lda	#r0a&$ffff
		sta	window_1+window_text
		lda	#r0a>>16
		sta	window_1+window_text+2
		lda	robot_opponent
		inc	a
		asl
		asl
		tax
		lda	>plrtab,x
		sta	window_2+window_text
		lda	>plrtab+2,x
		sta	window_2+window_text+2

		jsr	print_windows

		lda	#scr_1_mess&$ffff
		sta	window_1+window_text
		lda	#scr_1_mess>>16
		sta	window_1+window_text+2

		lda	#scr_2_mess&$ffff
		sta	window_2+window_text
		lda	#scr_2_mess>>16
		sta	window_2+window_text+2

		jsr	print_windows

		stz	game_mode
		lda	#-1
		sta	nrg_dsp_flg

!exit:
		jsr	players_won
		rts



print_windows:

!loop:		jsr	wait_frame

		ldy	#window_2
		jsr	window_process
		ldy	#window_1
		jsr	window_process

		lda	window_1+window_text
		ora	window_1+window_text+2
		ora	window_2+window_text
		ora	window_2+window_text+2

		bne	!loop
		rts

set_win_lose_text:
		phy
		phx
		tya
		ldy	#window_1
		ldx	#window_2
		cmp	#robot_1
		beq	!r1
		ldy	#window_2
		ldx	#window_1
!r1:
		lda	#player_matchlost&$ffff
		sta	window

2FF793:

		rts


schedule_process:
		lea	schedule,<a1
		ldx	#sch_len
		ldy	#0
!loop:		lda	[a1],y
		bne	!s1
		iny
		iny
		lda	[a1],y
		dey
		dey
		sta	[a1],y
		bra	!s2
!s1:		sec
		sbc	#1
		sta	[a1],y
!s2:		iny
		iny
		iny
		iny
		dex
		bne	!loop
		rts



init_robots:
;		if	en_sp1
		lea	robot_1,<a2
		lda	#Robot_Cyb

		ldx	#2

		jsr	irs
;		endif

;		if	en_sp2
		lea	robot_2,<a2
		lda	robot_opponent

		ldx	difficulty_g

		jsr	irs


;		endif


		ldx	players_g
		bne	!n1
		lda	robot_1+robot_flags
		ora	#1<<Bit_CPU
		sta	robot_1+robot_flags
!n1:
		cpx	#2
		beq	!n2
		lda	robot_2+robot_flags
		ora	#1<<Bit_CPU
		sta	robot_2+robot_flags
!n2:
		rts

init_background:

		if	en_back
		
		lda	robot_2+robot_type
		sta	d8

		lda	#2
		sta	charc_set
		lda	#32
		lda	#0
		clc
		adc	#sc_1n_scrn/2
		sta	d0
		lda	d8
		clc
;		adc	#1
		asl
		asl
		tax
		lda	>robot_table,x
		sta	a0
		sta	a4
		lda	>robot_table+2,x
		sta	a0+2
		sta	a4+2
		ldy	#ri_room
		lda	[a0],y
		tax
		iny
		iny
		lda	[a0],y
		stx	a0
		sta	a0+2
		stz	d8+2
		jsr	back_frame
		endif

		rts



irs:
;Profile index
		pha
		txa
		dec	a
		and	#3
		ldx	#7
		jsr	mult_xa
		clc
		adc	bout_number
		dec	a
		ldx	#6
		jsr	mult_xa
		sta	d4
		pla
		


		if	0
		pha

		ldx	#(robot_parm_size)/2
		lda	#0
		tay
!clp:
		sta	[a2],y
		iny
		iny
		dex
		bne	!clp

		pla	
		endif

		ldy	#robot_type
		sta	[a2],y
		asl
		asl
		tax
		lda	>robot_table,x
		sta	a6
		lda	>robot_table+2,x
		sta	a6+2
		ldy	#ri_gfx
		lda	[a6],y
		pha
		iny
		iny
		lda	[a6],y
		ldy	#robot_gfx+2
		sta	[a2],y
		dey
		dey
		pla
		sta	[a2],y

		ldx	a2
		cpx	#robot_1
		bne	p2_set
p1_set:
		lda	#sjoy0
		sta	robot_joyval,x
		ldy	#ri_xstartl
		lda	[a6],y
		sta	robot_x,x
		sta	robot_x_origin,x

		lda	#robot_2
		sta	robot_other,x
		lda	#0
		sta	robot_other+2,x

		lda	#rob_gbuff_1&$ffff
		sta	robot_graphics,x
		lda	#rob_gbuff_1>>16
		sta	robot_graphics+2,x

		lda	#0
		sta	robot_overdelay,x

		bra	set_ok
p2_set:
		lda	#sjoy1
		sta	robot_joyval,x
		ldy	#ri_xstartr
		lda	[a6],y


31F968:

***********************************
;

		ldx	mission			;if die on mission go back to intro screen
		dex				;else go back to select screen
		bne	!ns

		ldx	players
		dex
		bne	!ns

!ng:		lda	#gs_new_game
		sta	game_state
		jmp	game_loop_end
!ns:
		lda	#gs_new_select
		sta	game_state
		jmp	game_loop_end

;************************ Cyborg Victory *************************************************
victory:

		ldx	players			;2 Players - so select
		dex
		bne	!new_select

		ldx	mission			;Training - so new game
		dex
		bne	!new_select

		lda	robot_2+robot_type
		cmp	#robot_sup
		bne	!new_robot

;************************************************************************************
;
; M I S S I O N   C O M P L E T E   hurray , the end of the game
;
		jsr	end_sequence		;Victory

		lda	#gs_complete
		sta	game_state
		jmp	game_loop_end

!new_robot:
		inc	robot_opponent
		lda	#gs_new_robot
		sta	game_state
		jmp	game_loop_end

!new_game:
		lda	#gs_new_game
		sta	game_state
		jmp	game_loop_end

!new_select:
		lda	#gs_new_select
		sta	game_state
		jmp	game_loop_end

;************************************************************************************



set_scroll:	jsr	wait_frame
		lda	scroll_pos
		a08
		sta	|w_bg2vofs
		xba
		sta	|w_bg2vofs
		a16
		rts

init_new_robot:
		jsr	hdma_off
		lda	#1
		sta	tele_flag

		lda	#1
		sta	split_mode

		jsr	wait_frame
		jsr	clear_screen

		jsr	screen_off

		lda	#$0000
		sta	robot_2+robot_score

		stz	robot_1+robot_won
		stz	robot_2+robot_won

		lda	#1
		sta	bout_number
		lda	demo_mode
		bne	no_select
!sel_again:	jsr	select_screen
		lda	cancel_sel
		bne	!sel_again

no_select:	jsr	hdma_off
		jsr	wait_frame

		lda	players
		sta	players_g
		lda	bouts
		sta	bouts_g	
		lda	timer
		sta	timer_g

		lda	difficulty
		sta	difficulty_g

		lda	demo_mode
		beq	!no_demo


		lda	#0
		sta	play

32F8B2:

dec	d0		;any more shards to create ?
		beq	!exit		;end if not

!na:		lda	a4
		clc
		adc	#shard_parm_size
		sta	a4
		dec	d1
		beq	!exit
		jmp	!lp
!exit:
		rts

create_spark:
		lda	#no_sparks
		sta	d0

		ldx	#spark_buff
!spl:
		lda	spark_y,x
		bne	!not_clear

		lda	shard_coordx
		sta	spark_x,x

		lda	shard_coordy
		sta	spark_y,x

		stz	spark_frame,x

		rts
!not_clear:
		txa
		clc
		adc	#spark_parm_size
		tax
		dec	d0
		bne	!spl
		rts
		



vert_on:
		if	en_vert
		sei
		a08
		lda	#%10110001
		sta	|w_nmitimen

		a16

		lda	>htv
		sta	|w_htimel

		cli
		endif
		rts



np_set:
		ldx	#max_dma_p
		ldy	#50

		a08
		lda	r_stat78
		a16
		bit	#1<<4
		bne	!pal
		ldx	#max_dma_n
		ldy	#60
!pal:
		if	en_ntsc
		ldx	#max_dma_n
		ldy	#60
		endif

		stx	max_dma
		sty	timer_value
		rts


vert_off:
		if	en_vert
		jsr	wait_frame
		
		sei

		a08

		lda	#%10000001
		sta	|w_nmitimen

		a16

		cli
		endif
		rts


;0978 266333

debug:
		if	en_debug
		if	rom=0


		if	0
		pv	robot_2+robot_aioverride,0
		pv	robot_2+robot_aioverridemode,3
		pv	robot_2+robot_mode,6
		pv	robot_2+robot_int,9
		pv	robot_2+robot_motivation,12
		pv	robot_2+robot_speed,15
		pv	robot_2+robot_firepowerdelay,18
		pv	robot_2+robot_aitimer,21
		pv	robot_2+robot_aimoveaddr,24
		pv	robot_2+robot_aimoveaddr+2,27
		pv	robot_2+robot_aimoveaddr+4,30
		endif


		if	0
		pv	robot_2+robot_mode,0
		pv	robot_2+robot_frame,3
		pv	robot_2+robot_y,6
		pv	robot_2+robot_ymax,9
		endif


		if	1
		pv	robot_1+robot_frame,0
		pv	robot_2+robot_frame,3
		pw	cur_col_pos,6
		pw	cur_col_diff,11
		pw	cur_col_xy,16
		pw	cur_col_xy+2,21

		pv	robot_1+robot_cur_hit+2,26
		pv	robot_2+robot_cur_hit+2,29
		endif
		endif
		endif

		rts
reset_energy:
		ldy	a2
		lda	robot_type,y
		asl

34F39C:

straight to IPLROM

                 SET16
                 lda      #(MusicDriver&$ffff)      ;download driver (24 bit address)
                 sta      <SonyAddr
                 lda      #RamII
                 lda      #MusicDriver>>16
                 sta      <SonyAddr+2
                 jsr      SONY_send

		 CLR16
                 lda      #$82              ;DOWNLOAD data (music)
                 sta      >APU_PORT0
                 SET16
                 lda      mus_data
                 sta      <SonyAddr
                 lda      mus_data+2
                 sta      <SonyAddr+2
                 jsr      SONY_send

		 CLR16
                 lda      #$82              ;DOWNLOAD data (samples)
                 sta      >APU_PORT0
                 SET16
                 lda      samp_1
                 sta      <SonyAddr
                 lda      samp_1+2
                 sta      <SonyAddr+2
                 jsr      SONY_send

		 CLR16
                 lda      #$82              ;DOWNLOAD data (samples)
                 sta      >APU_PORT0
                 SET16
                 lda      samp_2
                 sta      <SonyAddr
                 lda      samp_2+2
                 sta      <SonyAddr+2
                 jsr      SONY_send

		 CLR16
                 sta      >APU_PORT3
                 plp                        ;restore any interrupts
		 SET16
                 rts


;-----------------------------------------------------------------------------
SONY_send:       jsr      Boot_APU
                 CLR16
!wait0:          lda      >APU_PORT0        ;wait for handshake
                 bne      !wait0
                 dec      a
                 sta      >APU_PORT2        ;acknowledge handshake
                 sta      <callnum          ;init call number to $FF
                 rts


;-------------------------------------------------------------------------------
; Once the Sound_Init routine has been called, the following routine can be
; used to download additional music data (or sample data with '#Musicdata'
; replaced by '#Samples') which is required for later levels of the game.
;-------------------------------------------------------------------------------

Send_Data:
		 stx	mus_data
		 sta	mus_data+2
send_mus_data:
	         CLR16
                 php
                 sei                        ;disable any other interrupts
S_D0:            lda      >APU_PORT0        ;latest value sent by SOUND CPU
                 cmp      <callnum
                 bne      S_D0              ;previous call still not finished

                 lda      #$82              ;DOWNLOAD data (music)
                 sta      >APU_PORT0
                 inc      <callnum
                 lda      <callnum
                 sta      >APU_PORT3        ;forces a new call
                 SET16
		 lda	  mus_data
                 sta      <SonyAddr
		 lda	  mus_data+2
                 sta      <SonyAddr+2
                 jsr      SONY_send

                 sta      >AP

35FA09:

_code:	incbin	abslogo.bin
		endif


dr


hctab:
hct		=	0
		rept	6
		dw	hct,hct+$10
hct		=	hct+$43
		endr

		endif

dtune_time:	dw	400
hit_scale:
		dw	$80

reverse_off:	db	$2f,$2f,$2f,$2f,$2f,$2f,$2f,$2f,$2f

power_table:
		dw	robot_min_power-2
		dw	robot_mid_power-2
		dw	robot_max_power-2


sel_ts:		dw	%00000000
sel_adsub	dw	%01010010
sel_swel	dw	%00010010

option_table:	dw	3,2,3,4,2,2,3


		if	en_sound!rom
music_table:	dl	music1,music1,music2,music3,music4,musict
(Source: evilhamwizard)