That's more like a descriptive database for me. 

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lorom header org $158000 LDA $7FFF28 BNE Gradients LDA #$13 STA $212C LDA #$04 STA $212D LDA #$20 STA $7FFF28 LDA #$40 STA $7FFF30 LDA #$00 STA $7FFF29 LDA #$00 STA $7FFF31 LDA #$31 STA $7FFF2A LDA #$32 STA $7FFF32 LDA #$00 STA $7FFF2B STA $7FFF33 LDA #$E1 STA $7FFF2C LDA #$E2 STA $7FFF34 LDA #$7F STA $7FFF2D STA $7FFF35 Gradients: LDA #$01 STA $7FE100 STA $7FE200 LDA #$00 STA $7FE101 LDA #$E0 STA $7FE201 LDA #$06 STA $7FE102 STA $7FE202 LDA #$33 STA $7FE103 LDA #$9F STA $7FE203 LDA #$06 STA $7FE104 STA $7FE204 LDA #$33 STA $7FE105 LDA #$9C STA $7FE205 LDA #$06 STA $7FE106 STA $7FE206 LDA #$33 STA $7FE107 LDA #$99 STA $7FE207 LDA #$06 STA $7FE108 STA $7FE208 LDA #$33 STA $7FE109 LDA #$97 STA $7FE209 LDA #$06 STA $7FE10A STA $7FE20A LDA #$33 STA $7FE10B LDA #$94 STA $7FE20B LDA #$06 STA $7FE10C STA $7FE20C LDA #$33 STA $7FE10D LDA #$92 STA $7FE20D LDA #$01 STA $7FE10E STA $7FE20E LDA #$33 STA $7FE10F LDA #$92 STA $7FE20F LDA #$06 STA $7FE110 STA $7FE210 LDA #$33 STA $7FE111 LDA #$8F STA $7FE211 LDA #$06 STA $7FE112 STA $7FE212 LDA #$33 STA $7FE113 LDA #$8D STA $7FE213 LDA #$06 STA $7FE114 STA $7FE214 LDA #$33 STA $7FE115 LDA #$8A STA $7FE215 LDA #$06 STA $7FE116 STA $7FE216 LDA #$33 STA $7FE117 LDA #$88 STA $7FE217 LDA #$06 STA $7FE118 STA $7FE218 LDA #$33 STA $7FE119 LDA #$85 STA $7FE219 LDA #$06 STA $7FE11A STA $7FE21A LDA #$33 STA $7FE11B LDA #$83 STA $7FE21B LDA #$00 STA $7FE11C STA $7FE21C RTL
0 1 2 3 4 5 6 7 20% 40% 50% 60% 70% 80% 90% 100% 51 102 128 153 179 204 230 255 $33 $66 $80 $99 $B3 $CC $E6 $FF
0 1 2 3 4 5 6 7 8 Nine A B C D E F 8 18 27 36 44 53 62 71 81 90 98 107 125 143 161 179 $08 $12 $1B $24 $2C $35 $3E $47 $51 $5A $62 $6B $7D $8F $A1 $B3
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Fifteen 16 17 18 - 19 20 0 One Three 8 13 21 30 - 41 52 66 81 94 103 110 115 119 122 124 125 126 127 $00 $01 $03 $07 $0D $15 $1E $29 $34 $42 $51 $5E $67 $6E $73 $77 $7A $7C $7D $7E $7F
Volume goes up and down. However, it's only useful part (in the rest part-timers can be avoided) XX: Do not change time YY: cycle ZZ: amplitude Other parts of a sound and speedy release. At least two-part installation of the sound strangely enough, not only use the 1 and only when the pronunciation
To remove the $E5 $E5 other part-time sound and lifted by hand, so this is not set up a command is not necessary
Vibrato to the fine-regulation $XX: first period The value of XX, p and the first $DE YY values are specified in the gradual change
- After a certain amount of time to set the tone of a slide - XX fades the pronunciation, YY only ZZ-hour interval is set to change - And not in conjunction with the EC (using the same region) - To revert to the original $EB $00 $00 $00 to be used - Sound effect is to negate the effect that this pattern (jump sound, even if another channel was off $0300 + X)
- After a certain amount of time to set the tone of a slide - ZZ low (high) to hear the pronunciation XX fades later, YY is set to fade on a normal pitch - EB is not used in conjunction with (using the same region) - To revert to the original $EC $00 $00 $00 to be used - Sound effect is to negate the effect that this pattern (jump sound, even if another channel was off $0300 + X)
Value FIR Note 0 FF 08 17 24 24 17 08 FF FIR not read: (probably the highlight of the lower midrange One 7F 00 00 00 00 00 00 00 Echoing filtered
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Layer 3 low tide Vscroll fix / custom height ; ; Programmed by SMWEdit. ; ; Note: This does not work in vertical levels. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; HEIGHT = $70 ; $C0 - layer 3 Yposition ( ? + H = $C0 ) ; default low tide Yposition is 40 ( ? = $0080 ) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; sprite code JSL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; dcb "INIT" dcb "MAIN" PHB PHK PLB JSR SPRITE_CODE_START PLB RTL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; main sprite code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPRITE_CODE_START PHP REP #$20 LDA $1C ; \ CMP.w #HEIGHT ; | compare screen Y position BCS SETH ; | with $C0 - desired Y BCC ZERO ; / SETH LDA $1C ; \ SBC.w #HEIGHT ; | set layer 3 Y STA $24 ; | to $C0 - desired height PLP ; | if screen Y > or = the value RTS ; / ZERO STZ $24 ; | set layer 3 Y to zero PLP ; | if screen Y < the value RTS ; /
//•ÏŠ·Œãƒf[ƒ^ ƒ‹[ƒv—pƒAƒhƒŒƒX private static int[] ptrL; //ƒ‹[ƒvƒAƒhƒŒƒX‚Ì”z—ñ private static int[] loopL;
//•ÏŠ·Œãƒf[ƒ^ ƒ‹[ƒv—pƒAƒhƒŒƒX private static int[] ptrL;
'!', //‹§I—¹ '$', //’¼Ú“ü—Í '(', //ƒ‹[ƒvƒ‰ƒxƒ‹
'!', //‹§I—¹ '$', //’¼Ú“ü—Í
LDA $1F2E CMP #$09 BCS GiveCape RTS GiveCape LDA #$04 STA $0DC2 RTS