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
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