Works under certain conditions (set Mario entrance to X=3,Y=7), but delays the movement for a few seconds. Fix by setting cutscene timer, then destroying the block:
Code
LDA #$01 ;\ initialize castle intro movement timer
STA $89 ;/
PHY ; \
LDA #$02 ; | Erase the current block.
STA $9C ; |
JSL $00BEB0 ; |
PLY ; /
If you get infinite intro reload, add this too:
Code
INC $141A ; increment screen-exits-taken counter, to fix a bug where the intro infinitely reloads itself
(Courtesy of Zeldara109 in ASM Project Showoff thread)
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