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- A5 75 LDA $75 ; If player is underwater...
- 0D F3 13 ORA.W $13F3 ; ...or flying with a P-Balloon...
- D0 22 BEQ EndPound ; ...make sure player isn't pounding
- A5 F0 LDA $F0 ; If player is already ground-pounding...
- D0 0D BNE GroundPound ; ...skip to ground-pounding code
- A5 72 LDA $72 ; Load "player in air" flag
- 1A INC A ; Increment (to make this comparison shorter)
- 25 16 AND $16 ; AND with controller data
- 29 04 AND #$04 ; If player is not pressing down and not in air...
- F0 15 BEQ EndPound ; ...make sure player isn't pounding
- 64 7D STZ $7D ; Stop any current movement upwards
- 85 F0 STA $F0 ; Store something non-zero into "ground-pounding" flag
- :GroundPound
- 64 7B STZ $7B ; Make the player not move horizontally
- C6 80 DEC $80 ; Make the player move down
- A9 1C LDA.B #$1C ; Store the "butt-slide" pose...
- 8D E0 13 STA.W $13E0 ; ...into player's current pose
- A5 72 LDA $72 ; If player is still in the air...
- D0 06 BNE EndOfMod ; ...skip to end of mod
- 22 BF 86 02 JSR.L $0286BF ; Cause a Yellow-Yoshi stomp earthquake
- :EndPound
- 64 F0 STZ $F0 ; Player is not ground-pounding anymore
- 6B RTL ; End of mod code
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