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The Adventures of Mighty Max (Genesis)

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This page contains notes for the game The Adventures of Mighty Max (Genesis).

Options Menu#

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01:BB9A  51 F9  STFa    ($00FF08A4) [01:BB95]
01:BBA0  4A 39  TST.B   ($00FF08A4)
01:BBA6  67 F8  BEQ     #$F8 [01:BBA0]
01:BBA8  51 F9  STFa    ($00FF08A2) [01:BBA3]
01:BBAE  02 39  ANDI.B  #$3F,($00FF01EB)
01:BBB6  13 FC  MOVE.b  #$05,($00FF01EF)
01:BBBE  61 00  BSR     #$043C [01:BFFC]
01:BBC2  10 39  MOVE.b  ($00FF08F2),D0           //controller presses
01:BBC8  08 00  BTST    #5,D0                    //Start button
01:BBCC  66 00  BNE     #$0014 [01:BBE2]         //branch to 01BBE2 if Start not pressed
01:BBD0  10 39  MOVE.b  ($00FF01EB),D0           //cursor index
01:BBD6  02 00  ANDI.B  #$0F,D0
01:BBDA  0C 00  CMPI.B  #$04,D0                  //cursor on EXIT
01:BBDE  67 00  BEQ     #$0120 [01:BD00]         //branch to 01BD00 if cursor is on EXIT
01:BBE2  10 39  MOVE.b  ($00FF01EB),D0           //cursor index
01:BBE8  12 00  MOVE.b  D0,D1
01:BBEA  02 00  ANDI.B  #$C0,D0                  //d-pad left (0x80) and d-pad right (0x40)?
01:BBEE  67 0C  BEQ     #$0C [01:BBFC]           //branch to 01BBFC if d-pad left or right not pressed?
01:BBF0  02 01  ANDI.B  #$0F,D1
01:BBF4  0C 01  CMPI.B  #$05,D1                  //cursor index is never $05 (but it would be if the sound effect test existed as the fifth option and EXIT was the sixth option)
01:BBF8  67 00  BEQ     #$0106 [01:BD00]         //branch to 01BD00 if cursor is on (unused) EXIT
01:BBFC  61 00  BSR     #$0274 [01:BE72]
01:BC00  61 00  BSR     #$012C [01:BD2E]
01:BC04  41 F9  LEA     ($00FFDF72),A0
01:BC0A  33 FC  MOVE.w  #$C3C8,($00FFDEEE)
01:BC12  61 00  BSR     #$0224 [01:BE38]
01:BC16  41 F9  LEA     ($00FFDF72),A0
01:BC1C  61 00  BSR     #$028A [01:BEA8]
01:BC20  10 39  MOVE.b  ($00FF01F4),D0           //cursor index
01:BC26  02 40  ANDI.W  #$000F,D0
01:BC2A  0C 40  CMPI.W  #$0003,D0                //cursor on TUNE TEST
01:BC2E  67 00  BEQ     #$0032 [01:BC62]         //branch to 01BC62 if cursor is on TUNE TEST
01:BC32  4A 39  TST.B   ($00FFDD9E)
01:BC38  6B 12  BMI     #$12 [01:BC4C]           //branch to 01BC4C if music playing
01:BC3A  70 00  MOVEQ   #$00,D0                  //music index $00 (stops music)
01:BC3C  4E BA  JSR     $8FC8(PC)                //JSR 014C06 play music
01:BC40  50 F9  STTr    ($00FF00F5) [01:BC3B]    //store $FF to FF00F5
01:BC46  50 F9  STTr    ($00FFDD9E) [01:BC41]    //store $FF to FFDD9E (no music playing?)
01:BC4C  10 39  MOVE.b  ($00FF01F4),D0           //cursor index
01:BC52  02 40  ANDI.W  #$000F,D0
01:BC56  0C 40  CMPI.W  #$0004,D0                //cursor on EXIT (sound effect test)
01:BC5A  67 00  BEQ     #$002A [01:BC86]         //branch to 01BC86 if cursor is on EXIT (sound effect test)
01:BC5E  4E FA  JMP     $FF3A(PC)                //JMP 01BB9A
play music
01:BC62  70 00  MOVEQ   #$00,D0
01:BC64  51 F9  STFa    ($00FFDD9E) [01:BC5F]
01:BC6A  4A 39  TST.B   ($00FF00F5)
01:BC70  67 14  BEQ     #$14 [01:BC86]
01:BC72  51 F9  STFa    ($00FF00F5) [01:BC6D]
01:BC78  10 39  MOVE.b  ($00FF00F4),D0           //music index
01:BC7E  4E BA  JSR     $8F90(PC)                //JSR 014C10 play music
01:BC82  60 00  BRA     #$0034 [01:BCB8]
play sound effect
01:BC86  4A 39  TST.B   ($00FF00F7)
01:BC8C  67 2A  BEQ     #$2A [01:BCB8]
01:BC8E  51 F9  STFa    ($00FF00F7) [01:BC89]
01:BC94  0C 39  CMPI.B  #$02,($00FF01C5)         //sound effect type $01 or $02
01:BC9C  67 10  BEQ     #$10 [01:BCAE]           //branch to 01BCAE if sound effect is type $02
01:BC9E  70 00  MOVEQ   #$00,D0
01:BCA0  10 39  MOVE.b  ($00FF00F6),D0           //sound effect index
01:BCA6  4E BA  JSR     $8F96(PC)                //JSR 014C3E play sound effect type $01
01:BCAA  60 00  BRA     #$000C [01:BCB8]
01:BCAE  10 39  MOVE.b  ($00FF00F6),D0           //sound effect index
01:BCB4  4E BA  JSR     $8FA0(PC)                //JSR 014C56 play sound effect type $02
-
01:BCB8  10 39  MOVE.b  ($00FF08F2),D0           //controller presses
01:BCBE  12 39  MOVE.b  ($00FF08F3),D1           //controller presses
01:BCC4  08 00  BTST    #4,D0
01:BCC8  67 10  BEQ     #$10 [01:BCDA]
01:BCCA  08 01  BTST    #4,D1
01:BCCE  67 0A  BEQ     #$0A [01:BCDA]
01:BCD0  08 01  BTST    #5,D1
01:BCD4  67 04  BEQ     #$04 [01:BCDA]
01:BCD6  60 00  BRA     #$FFFFFEC2 [01:BB9A]
-
01:BCDA  10 39  MOVE.b  ($00FF01EB),D0           //cursor index
01:BCE0  02 40  ANDI.W  #$003F,D0
01:BCE4  0C 00  CMPI.B  #$03,D0                  //cursor on TUNE TEST
01:BCE8  66 06  BNE     #$06 [01:BCF0]           //branch to 01BCF0 if cursor is not on TUNE TEST
01:BCEA  50 F9  STTr    ($00FF00F5) [01:BCE5]
01:BCF0  0C 00  CMPI.B  #$04,D0                  //cursor on EXIT (sound effect test)
01:BCF4  66 06  BNE     #$06 [01:BCFC]           //branch to 01BCFC if cursor is not on EXIT (sound effect test)
01:BCF6  50 F9  STTr    ($00FF00F7) [01:BCF1]
01:BCFC  4E FA  JMP     $FE9C(PC)                //JMP 01BB9A
exit options
01:BD00  30 3C  MOVE.w  #$0038,D0                //music index $38 TITLE THEME
01:BD04  4E BA  JSR     $8F00(PC)                //JSR 014C06 play music
...