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Tom and Jerry 3
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Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Dragon
Games > Games by platform > NES games
Games > Games by publisher > Games published by Dragon
Games > Unlicensed games > Unlicensed NES games
| Tom and Jerry 3 |
|---|
|
Also known as: Tom and 3 Jerry (title screen)
|
An unlicensed platformer based on Tom and Jerry.
Sub-Page
| Notes |
Dragon Software Screen
FCEUX cheat 02AA?05:0C will replace the game's intro with an unused Dragon Software screen. It's unknown why it was removed from the game.
Uncompiled Source Code
Starts at 0x7E653 and continues until the end of the ROM.
LDA MOTION,X
AND #$7F
STA MOTION,X
LDA #FFH
STA BGMeetFlag
LDA #<Act0009PosProc4
STA SNAPPOS_PROC
ÿÿ LDA #>Act0009PosProc4
STA SNAPPOS_PROC+1
?EXIT9
RTS
;===========================================
PLAY_MUSIÿÿ
MUSIC_NUM
JSR CONMB_MUSIC_INIT_CHECK
RTS
;===========================================
;===========================================
ÿÿ C000H
_ResetKeyEntry1 DS 3
CheckBGMeet1: DS 3
SET_SPRMEET_F1 DS 3
SET_ACT00_WEAPON DS 3
SET_ACT01_WEAPON DS 3
_ResetKeyEntry DS 3
SETÿÿPR _F DS 3
CheckBGMeet: DS 3 ;8
SET_SCATHE DS 3 ;9
LOST_LIFE DS 3 ;10
DOWN_SCROLL DS 3 ;11
GET_RANDOM1 DS 3 ;12
GET_RANDOM2 Dÿÿ3
CONMB_MUSIC_INIT_CHECK DS 3 ;14
;===========================================
; ORG F300H
; INCLUDE SPRITE.ASM
END
;================ÿÿ== ===================
�--
ACTProc#0013:
LDA #<Act0101InitProc
STA SNAPINIT_PROC
LDA #>Act0101InitPÿÿc
STA SNAPINIT_PROC+1
LDA #<Act0013EndProc
STA SNAPEND_PROC
LDA #>Act0013EndProc
STA SNAPEND_ÿÿOC LDA #<Act0010IncProc
STA SNAPINC_PROC
LDA #>Act0010IncProc
STA SNAPINC_PROC+1
JMP GetNexÿÿna ct0013EndProc
LDA #D5H
STA MOTION+1,X
JSR _ResetKeyEntry
LDA MOTION+2,X
AND #$C0
STA MOTION+2,X
; LDA MOTION+5,X
ÿÿ #$BF
; STA MOTION+5,X
LDA MOTION,X
AND #$7F
STA MOTION,X
JSR GetFrameAddress
JSR SetSnapPos
RTS
;--------ÿÿ-- -------------------------------------
ACTProc#0014:
LDA #<Act0001InitProc
STA SNAPINIT_PROC
LDA ÿÿAc 1InitProc
STA SNAPINIT_PROC+1
LDA #<Act0012EndProc
STA SNAPEND_PROC
LDA #>Act0012EndProc
ÿÿTA APEND_PROC+1
LDA #<Act0012IncProc
STA SNAPINC_PROC
LDA #>Act0012IncProc
STA SNAPINC_PROC+1
ÿÿ J GetNextSnap
;-----------------------------------------------------
ACTProc#0015:
LDA #<Act0101InitProc
STA SNAPINIT_PROC
ÿÿ LDA #>Act0101InitProc
STA SNAPINIT_PROC+1
LDA #<Act0015IncProc
STA SNAPINC_PROC
LDA ÿÿ #>Act0015IncProc
STA SNAPINC_PROC+1
JMP GetNextSnap
Act0015IncProc:
LDA MOTION
AND #40H
BNE ?S1_5
LDA SPRITE
CLC
ADC #5ÿÿ S PRITE_X
LDA SPRITE+1
ADC #0
STA SPRITE_X+1
JMP ?A1_8
?S1_5
LDA SPRITE
SEC
SBC #5
STA SPRITE_X
LDA SPRITE+1
SBC #0
STA SPRÿÿE_
?A1_8
LDA SPRITE+2
CLC
ADC #8
STA SPRITE_Y
LDA SPRITE+3
ADC #0
STA SPRITE_Y+1
LDA SPRITE_Y
CMP #240
BCCÿÿC1 EC
SBC #240
STA SPRITE_Y
INC SPRITE_Y+1
?C1
LDA #$92
JSR CheckBGMeet
JSR SET_SPRMEET_F
LDA BGMeetFlag
AND #10H
ÿÿBN ROC_D
LDA BGMeetFlag
AND #02H
BNE ?PROC_E
JMP ?PROC_F
?PROC_D
LDA #$CB
STA MOTION+1,X
JSR _ResetKeyEntry
LDA MOTION+2,Xÿÿ A $C0
STA MOTION+2,X
; LDA #0
; STA MOTION+5,X
LDA MOTION,X
AND #$7F
STA MOTION,X
LDA #<Act0015PosProc1
STA SNAPPOS_PROC
ÿÿ LDA #>Act0015PosProc1
STA SNAPPOS_PROC+1
JMP ?EXIT0F
?PROC_E
LDA #$C0
STA MOTION+1,X
JSR _ResetKeyEntrÿÿ
A MOTION+2,X
AND #$C0
STA MOTION+2,X
; LDA #0
; STA MOTION+5,X
LDA MOTION,X
AND #$7F
STA MOTION,X
LDA #<Act0015PosProc2
ÿÿTA APPOS_PROC
LDA #>Act0015PosProc2
STA SNAPPOS_PROC+1
JMP ?EXIT0F
?PROC_F
LDA BGMeetFlag
Aÿÿ
BEQ ?PROC_G
LDA BG_CONTROL22
AND #40H
BEQ ?PROC_G
LDA #$D2
STA MOTION+1,X
JSR _ResetKeyEntry
LDA MOTION+2,X
AND #$C0
STÿÿMO +2,X
; LDA #0
; STA MOTION+5,X
LDA MOTION,X
AND #$7F
STA MOTION,X
LDA #<Act0015PosProc2
STA SNAPPOS_PROC
ÿÿ LDA #>Act0015PosProc2
STA SNAPPOS_PROC+1
JMP ?EXIT0F
?PROC_G
LDA #<Act0015PosProc1
STA SNAPPOS_PROC
ÿÿ LDA #>Act0015PosProc1
STA SNAPPOS_PROC+1
?EXIT0F
RTS
Act0015PosProc2
LDA BG_SUPPORT+0
STA SPRITE+2
LDAÿÿBG PORT+1
STA SPRITE+3
Act0015PosProc22
LDA MOTION
AND #40H
BNE ?S1_5
LDA SPRITE
CLC
ADC #5
STA SPRITE
LDA SPRITE+1
ADC #ÿÿ
SPRITE+1
JMP ?A1_8
?S1_5
LDA SPRITE
SEC
SBC #5
STA SPRITE
LDA SPRITE+1
SBC #0
STA SPRITE+1
?A1_8
RTS
Act0015PosProc1
ÿÿA ITE+2
CLC
ADC #8
STA SPRITE+2
LDA SPRITE+3
ADC #0
STA SPRITE+3
JMP Act0015PosProc22
;---------------------------ÿÿ-- ------------------
ACTProc#0016:
ACTProc#0017:
LDA #<Act0000InitProc
STA SNAPINIT_PROC
LDA #>Act0000InitProc
STA SNAPINIT_ÿÿOC LDA #<Act0016IncProc
STA SNAPINC_PROC
LDA #>Act0016IncProc
STA SNAPINC_PROC+1
JMP GetNexÿÿna
Act0016IncProc:
JSR GET_SPRITE_XY
JSR SET_SPRMEET_F
JSR DefaultIncProc
LDA SPRMeetFlag1
BEQ ?EXIT
LDA #$C0
STA MOTIONÿÿ,X SR _ResetKeyEntry
LDA MOTION+2,X
AND #$C0
STA MOTION+2,X
; LDA MOTION+5,X
; AND #$BF
; STA MOTION+5,X
LDA MOTION,X
AND #$7Fÿÿ S OTION,X
?EXIT
RTS
;-----------------------------------------------------
;-----------------------------------------------------
ACTProc#00ÿÿ:
LDA #<Act0001InitProc
STA SNAPINIT_PROC
LDA #>Act0001InitProc
STA SNAPINIT_PROC+1
LDA #<Actÿÿ18 roc
STA SNAPEND_PROC
LDA #>Act0018EndProc
STA SNAPEND_PROC+1
JMP GetNextSnap
Act0018EndPrÿÿ
DA MOTION+2,X
AND #$C0
STA MOTION+2,X
LDA MOTION+5,X
AND #$BF
STA MOTION+5,X
LDA MOTION,X
AND #$7F
STÿÿ M N,X
JSR GetFrameAddress
JSR SetSnapPos
RTS
;-----------------------------------------------------
ACTProc#0019:
LDA #<Act00ÿÿIn oc
STA SNAPINIT_PROC
LDA #>Act0001InitProc
STA SNAPINIT_PROC+1
LDA #<Act0018EndProc
STA ÿÿNA _PROC
LDA #>Act0018EndProc
STA SNAPEND_PROC+1
JMP GetNextSnap
;---------------------------------ÿÿ-- ------------
ACTProc#001A:
LDA #<Act0001InitProc
STA SNAPINIT_PROC
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Dragon
Games > Games by platform > NES games
Games > Games by publisher > Games published by Dragon
Games > Unlicensed games > Unlicensed NES games

