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Modified code
00a2af rep #$20      ;>16-bit A
00a2b1 stz $1888 ;>Default Y displacement to 0
00a2b4 lda $1887 ;\If quake timer 0, skip displacement
00a2b7 beq $a2d3 ;/
00a2b9 dec $1887 ;>Decrement timer
00a2bc and #$0003 ;>MOD by 4
00a2bf asl a ;\Index to 16-bit table
00a2c0 tay ;/
00a2c1 lda $a1ce,y ;>Displacement (at bank $00)
00a2c4 bit $0bf4 ;\Check if displacement would require tiles to be loaded at the top and bottom of screen
00a2c7 bvc $a2cb ;/to prevent glitched tiles from appearing.
00a2c9 dec ;\Move layer down 2 pixels as a failsafe to prevent garbled tiles
00a2ca dec ;/
00a2cb sta $1888 ;>Store Y displacement
00a2ce clc ;\Move layer 1 Y position
00a2cf adc $1c ;|
00a2d1 sta $1c ;/
00a2d3 sep #$20 ;>8-bit A

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