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Copy pathBank27_misc.asm
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Bank27_misc.asm
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.BASE $8000
; 0x34000
BANK_JUMP_SOUND_MODE_START:
JMP SOUND_MODE_SCREEN_START
BANK_JUMP_SET_CUTSCENE_UNIFORM_AND_SKIN_COLOR:
JMP SET_CUTSCENE_UNIFORM_AND_SKIN_COLOR
BANK_JUMP_SET_DIVISION_CHAMP_CUTSCENE_TEAM_UNIFORM_PAL:
JMP SET_DIVISION_CHAMP_CUTSCENE_TEAM_UNIFORM_PAL
BANK_JUMP_SET_CONFERENCE_CHAMP_CUTSCENE_TEAM_UNIFORM_PAL:
JMP SET_CONFERENCE_CHAMP_CUTSCENE_TEAM_UNIFORM_PAL
BANK_JUMP_SET_SUPER_BOWL_CUTSCENE_TEAM_UNIFORM_PAL:
JMP SET_SUPER_BOWL_CUTSCENE_TEAM_UNIFORM_PAL
BANK_JUMP_SET_COMPUTER_BOOST_VALUES:
JMP SET_COMPUTER_BOOST_VALUES ; SET COMPUTER JUICE VALUES()
BANK_JUMP_INIT_PLAYER_RAM_SCRIPT_COLL_ADDR:
JMP INIT_PLAYER_RAM_SCRIPT_COLL_ADDR ; INITIALIZE PLAYER RAM ADDR, SPR PAL, START COLL THREAD, START DRAW THREAD, INIT NAMETABLES()
UNUSED_B27_JUMP_1:
JMP UNUSED_B27_JUMP_1 ; UNUSED DEAD END LOOP
BANK_JUMP_SET_ALL_PLAYER_RAM_SKILLS:
JMP SET_ALL_PLAYER_RAM_SKILLS ; SET ALL PLAYER SKILLS()
BANK_JUMP_SET_OFFENSIVE_PLAYER_SKILLS:
JMP SET_OFFENSIVE_PLAYER_SKILLS ; SET SKILLS IN PLAYER()
UNUSED_B27_JUMP_2:
JMP UNUSED_B27_JUMP_2 ; UNUSED DEAD END LOOP
UNUSED_B27_JUMP_3:
JMP UNUSED_B27_JUMP_3 ; UNUSED DEAD END LOOP
UNUSED_B27_JUMP_4:
JMP UNUSED_B27_JUMP_4 ; UNUSED DEAD END LOOP
BANK_JUMP_DRAW_ALL_END_OF_GAME_STATS_UNUSED:
JMP DRAW_ALL_END_OF_GAME_STATS_UNUSED ; DRAW END OF GAME PLAYER STATS UNUSED
BANK_JUMP_DRAW_SRAM_IN_GAME_PLAYER_STATS_UNUSED:
JMP DRAW_SRAM_IN_GAME_PLAYER_STATS_UNUSED ; SHOW CURRENT YARDS FOR IN GAME PLAYER(AFTER PLAY) UNUSED
;BANK_JUMP_DO_NEXT_PLAYER_COMMAND = $8000 *** can be replaced on full build
;BANK_JUMP_DO_MOVEMENT_COLL_LOGIC = $8003 *** can be replaced on full build
;BANK_JUMP_FLICKER_SPRITES_TASK = $9000 *** can be replaced on full build with direct
;BANK_JUMP_START_COLL_CHECK_TASK = $9006
;COM_BOOST_TABLE = $BF00
_F{_SOUND_MODE_SCREEN_ ; DONE
current_sound_id_decimal = LOCAL_7
update_number_frame_delay = $14
joy_held_frame_delay = $08
last_sound_table_index = END_OF_SONG_TABLE - SOUND_SCREEN_SONG_TABLE - 1
SOUND_MODE_SCREEN_START: ; DRAW SOUND MODE
JSR FADE_OUT_BG_SPR_PAL ; FADE OUT PALLETE()
LDA #SOUND_MODE_SCENE_ID ; SET DRAW EVENT = SOUND MODE SCREEN
LDX #CUTSCENE_DRAW_SCRIPT_BANK ; LOAD BANK 7
JSR END_OLD_SCENE_DRAW_NEW_SCENE ;
LDA #$00 ; SET CURRENT SOUND OPTION = FIRST SOUND OPTION
STA MENU_Y ;
@sound_mode_input_loop: ; SOUND MODE CHECK FOR JOYPAD INPUT
RETURN_1_FRAME
@exit_if_start_pressed:
LDA JOY_PRESS_1 ; DOES P1 PRESS = START
AND #START_BUTTON ;
BNE @stop_song_and_exit ; YES-> EXIT SOUND MODE SCREEN
@play_song_if_a_press:
BIT JOY_PRESS_1 ;
BMI @play_sound ; DOES P1 PRESS = “A” YES-> PLAY SOUND
@stop_song_if_b_press:
BVS @stop_sound ; DOES P1 PRESS = “B” YES-> STOP SOUND
@check_for_up_down:
LDA JOY_RAW_1 ; DOES P1 RAW = UP OR DOWN
AND #(UP_DPAD + DOWN_DPAD) ;
BEQ @sound_mode_input_loop ; NO->SOUND MODE CHECK FOR JOYPAD INPUT
@change_sound_number:
JSR CHANGE_SOUND_NUMBER ; CHECK FOR SOUND OPTION CHANGE AND DRAW NEW NUMBER IF CHANGED()
LDX #update_number_frame_delay ; SET DELAY BETWEEN UPDATING NUMBER TIMER = 1/3 OF A SECOND
@update_if_held_delay:
_WHILE NOT_EQUAL ; UPDATE NUMBER WAIT LOOP
RETURN_1_FRAME
LDA JOY_RAW_1 ; DOES P1 RAW = UP OR DOWN
AND #(UP_DPAD + DOWN_DPAD) ;
BEQ @sound_mode_input_loop ; NO->SOUND MODE CHECK FOR JOYPAD INPUT
DEX ; DELAY BETWEEN UPDATING NUMBER TIMER--
_END_WHILE
JSR CHANGE_SOUND_NUMBER ; CHECK FOR SOUND OPTION CHANGE AND DRAW NEW NUMBER IF CHANGED()
LDX #joy_held_frame_delay ; SET DELAY BETWEEN UPDATING NUMBER TIMER = 8 FRAMES
JMP @update_if_held_delay ; JUMP->UPDATE NUMBER WAIT LOOP
@play_sound: ; PLAY SOUND
LDX MENU_Y ; SET SOUND TO PLAY FROM SOUND ID TABLE TABLE
LDA SOUND_SCREEN_SONG_TABLE,X ;
STA SOUND_ID_TO_PLAY ;
JMP @sound_mode_input_loop ; SOUND MODE CHECK FOR JOYPAD INPUT
@stop_sound: ; STOP SOUND AND RETURN TO CHECK JOYPAD LOOP
LDA #STOP_SONG_SOUND_ID ; SET SOUND TO PLAY = END CURRENTLY PLAYING SOUND ID
STA SOUND_ID_TO_PLAY ;
JMP @sound_mode_input_loop ; JUMP-> SOUND MODE CHECK FOR JOYPAD INPUT
@stop_song_and_exit: ; EXIT SOUND MODE SCREEN
LDA #STOP_SONG_SOUND_ID ; SET SOUND TO PLAY = END CURRENTLY PLAYING SOUND ID
STA SOUND_ID_TO_PLAY ;
LDX #UPDATE_PALLETE_TASK ; LOAD
JSR END_TASK_CHECK_TASK_NOTHING_IN_BUFFERS ; END TASK( X= TASK INDEX)
JSR FADE_OUT_BG_SPR_PAL ;
RETURN_IN_NUM_FRAMES $04
RTS ; RETURN
CHANGE_SOUND_NUMBER: ; CHECK FOR SOUND OPTION CHANGE AND DRAW NEW NUMBER IF CHANGED()
LDA JOY_RAW_1 ; DOES P1 JOY RAW = UP
AND #UP_DPAD ;
BEQ @check_down_held ; NO-> CHECK FOR JOY1 DOWN PRESSED
@up_held:
INC MENU_Y ; CURRENT SOUND OPTION++
LDA MENU_Y ;
CMP #last_sound_table_index +1 ; DOES CURRENT SOUND OPTION = LAST SOUND OPTION?
BCC @update_song_num ; NO->UPDATE SOUND OPTION NUMBER AND DRAW NUMBER TO SCREEN
@set_back_to_first_sound:
LDA #$00 ; SET CURRENT SOUND OPTION = FIRST SOUND OPTION
STA MENU_Y ;
JMP @update_song_num ; JUMP- UPDATE SOUND OPTION NUMBER AND DRAW NUMBER TO SCREEN
@check_down_held: ; CHECK FOR JOY1 DOWN PRESSED
LDA JOY_RAW_1 ; DOES P1 JOY RAW = DOWN
AND #DOWN_DPAD ;
@if_both_error:
BEQ @exit ; BRANCH TO EXIT
@down_pressed:
DEC MENU_Y ; CURRENT SOUND OPTION--
BPL @update_song_num ; DOES CURRENT SOUND OPTION = FIRST SOUND OPTION? NO->UPDATE SOUND OPTION NUMBER AND DRAW NUMBER TO SCREEN
@set_to_last_sound:
LDA #last_sound_table_index ; SET OPTION TO LAST SOUND OPTION
STA MENU_Y ;
@update_song_num: ; UPDATE SOUND OPTION NUMBER AND DRAW NUMBER TO SCREEN
LDA MENU_Y ; A= CURRENT SOUND OPTION +1 FOR CONVERSION TO DECIMAL
CLC ;
ADC #$01 ;
JSR HEX_TO_2_DIGIT_DEC ; CONVERT HEX NUMBER TO BCD(A= HEX)
LDA current_sound_id_decimal ; LOAD SOUND ID NUMBER
LDY #<SOUND_MODE_SONG_NUMBER_PPU_ADDR ; SET PPU ADDRESS = $22B1
LDX #>SOUND_MODE_SONG_NUMBER_PPU_ADDR ;
JMP CONVERT_2_DIG_NUM_TILES ; CONVERT 2 DIGIT NUMBER TO TILES AND SAVE IN BUFFER(A=NUMBER)
@exit: ; EXIT
RTS ; RETURN
_F}_SOUND_MODE_SCREEN_START
_F{_SET_COM_ATTRIBUTE_BOOSTS ; DONE
team_sram_addr = LOCAL_1
game_mode_bitmask = $03
boost_side_is_P1 = $00
boost_side_is_P2 = $FF
com_coa_skp_vs_p2_man = $03
p1_man_vs_com_coa_skp = $30
SET_COMPUTER_BOOST_VALUES: ; SET COMPUTER JUICE VALUES()
MMC3_SRAM_WRITE_ENABLE
LDX #COM_BOOST_BANK ; LOAD BANK 15
JSR SWAP_A000_BANK ; SWAP $A000 BANK (X= BANK TO SWAP)
LDA GAME_STATUS ;
AND #game_mode_bitmask ;
CMP #SEASON_MODE_BITFLAG ; IS GAME MODE = SEASON
BCC @check_for_preseason_boost ; NO-> CHECK FOR PRE-SEASON COM BOOST
@check_for_season_mode_boost_if_one_team_man:
JSR CHECK_FOR_MAN_VS_COA_COM_SKP ; CHECK IF PLAYER TYPES ARE MAN, COM, COA ELSE SET TO SKP RET IN $45
CMP #com_coa_skp_vs_p2_man ;
BEQ @com_coa_skp_vs_man ; YES->SET P1 TEAM
CMP #p1_man_vs_com_coa_skp ; IS P2 TYPE = SKP
BNE @set_com_boosts_to_none ;
@man_vs_com_coa_skp:
LDX #boost_side_is_P2 ; SET IN GAME TEAM = P2
LDA P2_TEAM ; LOAD P2 TEAM
JMP @save_in_game_boost_side ;
@com_coa_skp_vs_man: ; SET P1 TEAM
LDX #boost_side_is_P1 ; SET IN GAME TEAM = P1
LDA P1_TEAM ; LOAD P1 TEAM
@save_in_game_boost_side: ; SAVE IN GAME COM,COA,SKP TEAM
STX IN_GAME_COM_COA_SKP_SIDE ; SAVE IN GAME TEAM
JSR GET_TEAM_SEASON_SRAM_ADDR ; LOAD TEAM SEASON SRAM LOCATION IN 3E 3F(A= TEAM ID)
@team_wins_minus_losses:
LDY #WINS_SEASON_STATS_OFFSET ; COM BOOST INDEX = SEASON WINS – SEASON LOSSES
LDA (team_sram_addr),Y ;
LDY #LOSSES_SEASON_STATS_OFFSET ;
SEC ;
SBC (team_sram_addr),Y ; WINS > LOSSES?
@if_wins_greater_than_losses:
BCS @save_boost_index ; YES->LOAD AND SAVE COM BOOSTS FROM BOOST TABLE
@else:
JMP @set_boost_index_to_minimum ; NO->SET COM BOOSTS TO WEAKEST POSSIBLE
@check_for_preseason_boost: ; CHECK FOR PRE-SEASON COM BOOST
JSR CHECK_FOR_MAN_VS_COA_COM_SKP ; CHECK IF PLAYER TYPES ARE MAN, COM, COA ELSE SET TO SKP RET IN $45
CMP #p1_man_vs_com_coa_skp ; IS P1 TYPE = SKP
BEQ @set_boost_index_to_minimum ; YES->SET COM BOOSTS TO WEAKEST POSSIBLE
CMP #com_coa_skp_vs_p2_man ; IS P2 TYPE = SKP
BNE @set_com_boosts_to_none ; NO->SET COMPUTER BOOSTS TO NONE
@set_boost_index_to_minimum: ; SET COM BOOSTS TO WEAKEST POSSIBLE
LDA #$00 ; SET COM BOOST INDEX = WEAKEST JUICE
@save_boost_index: ; LOAD AND SAVE COM BOOSTS FROM BOOST TABLE
STA CPU_BOOST_INDEX ;
ASL ;
ASL ;
CLC ;
ADC CPU_BOOST_INDEX ;
TAX ; LOAD BOOST INDEX
LDA COM_BOOST_TABLE,X ; SET DEFENSIVE SPEED BOOST = BOOST TABLE + DEF
STA CPU_DEF_MS_BOOST ;
LDA COM_BOOST_TABLE+1,X ; SET OFFENSIVE SPEED BOOST = BOOST TABLE + OFF
STA CPU_OFF_MS_BOOST ;
LDA COM_BOOST_TABLE+2,X ; SET INTERCEPTION BOOST = BOOST TABLE + INT
STA CPU_DEF_INT_BOOST ;
LDA COM_BOOST_TABLE+3,X ; SET RECEPTION BOOST = BOOST TABLE + REC
STA CPU_PASS_CONTROL_BOOST ;
LDA COM_BOOST_TABLE+4,X ; SET PASS CONTROL BOOST = BOOST TABLE + PC
STA CPU_RECEPTION_BOOST ;
JMP @disable_sram_and_return ; JUMP-> SET SRAM TO NOT WRITEABLE AND RETURN
@set_com_boosts_to_none: ; SET COMPUTER BOOSTS TO NONE
LDA #$00
STA CPU_DEF_MS_BOOST ; SET DEFENSIVE SPEED BOOST = NONE
STA CPU_OFF_MS_BOOST ; SET OFFENSIVE SPEED BOOST = NONE
STA CPU_DEF_INT_BOOST ; SET INTERCEPTION BOOST = NONE
STA CPU_PASS_CONTROL_BOOST ; SET RECEPTION BOOST = NONE
STA CPU_RECEPTION_BOOST ; SET PASS CONTROL BOOST = NONE
@disable_sram_and_return: ; SET SRAM TO NOT WRITEABLE AND RETURN
MMC3_SRAM_WRITE_DISABLE
LDX #MAIN_GAME_BANK_2 ; LOAD BANK 18
JSR SWAP_A000_BANK ; SWAP $A000 BANK(A= $A000 BANK TO SWAP)
RTS ; RETURN
_F}_SET_COM_ATTRIBUTE_BOOSTS
_F{_CHECK_TEAM_TYPE_FOR_BOOSTS ; DONE
team_type_temp = LOCAL_8
p1_side_bitmask = $F0
p2_side_bitmask = $0F
CHECK_FOR_MAN_VS_COA_COM_SKP: ; CHECK IF PLAYER TYPES ARE MAN, COM, COA ELSE SET TO SKP RET IN $45
LDA TEAM_CONTROL_TYPES ; IS P1 TYPE = MAN,COA,COM
AND #p1_side_bitmask ;
BEQ @Loop1 ; YES->SAVE P1 AND CHECK P2
LDA #p1_man_vs_com_coa_skp ; SET P1 TYPE = SKP
@Loop1: ; SAVE P1 AND CHECK P2
STA team_type_temp ; SAVE P1 TYPE
LDA TEAM_CONTROL_TYPES ; IS P2 TYPE = MAN,COA,COM
AND #p2_side_bitmask ;
BEQ @save_and_exit ; YES-> SAVE P2 TYPE AND RETURN
LDA #com_coa_skp_vs_p2_man ;
@save_and_exit: ; SAVE P2 TYPE AND RETURN
ORA team_type_temp ;
RTS ; RETURN
_F}_CHECK_TEAM_TYPE_FOR_BOOSTS
_F{_SET_CUTSCENE_UNIFORM_AND_SKIN_COLOR ; DONE
offensive_player_boolean = LOCAL_5
previous_A000_bank = LOCAL_6
roster_id_bitmask = $1F
SET_CUTSCENE_UNIFORM_AND_SKIN_COLOR: ; SET CUTSCENE UNIFORM AND SKIN COLORS($42= TEAM/POSITION)
COPY_SOURCE_TO_DEST_Y_INDEX[source_dest_length] CUTSCENE_DEFAULT_SPR_PALLETES, SPR_PAL_BUFFER_START, $10
@save_bank_to_return_to:
LDA SOFT_A000_BANK ; SET PREVIOUS $A000 BANK = CURRENT $A000 BANK
STA previous_A000_bank ;
@check_for_def_st_player:
LDA offensive_player_boolean ; IS PLAYER TYPE = DEFENSE/ SPECIAL TEAMS
BMI @player_is_not_on_offense ; YES->
LDA POSSESSION_STATUS ; IS CURRENT OFFENSE TEAM = P2?
BMI @p2_on_offense ; YES-> P2 ON OFFENSE
@else_P1_on_offense:
LDA P1_MAN_POS_ID_ICON_STATUS ; LOAD P1 ACTIVE PLAYER
JMP @get_player_1_skin_color ; JUMP-> LOAD P1 SIDE PLAYER AND TEAM
@p2_on_offense: ; P2 ON OFFENSE
LDA P2_MAN_POS_ID_ICON_STATUS ; LOAD P2 ACTIVE PLAYER
JMP @get_player_2_skin_color ; JUMP-> LOAD P2 SIDE PLAYER AND TEAM
@player_is_not_on_offense: ; PLAYER IS DEFENDER/SPECIAL TEAMS PLAYER
LDA DEF_SACK_BALL_BLOCK_STARTER_ID ; LOAD DEFENDER PLAYER ID
@check_which_team_on_offense:
LDX POSSESSION_STATUS ; IS CURRENT OFFENSE TEAM = P1?
BPL @get_player_2_skin_color ; YES->LOAD P2 SIDE PLAYER AND TEAM
@get_player_1_skin_color: ; LOAD P1 SIDE PLAYER AND TEAM
AND #roster_id_bitmask ; KEEP ONLY PLAYER INFORMATION
ASL ; SHIFT FOR TWO BYTE TABLE ENTRY
TAY ;
LDA P1_PLAYER_ROSTER_ID ,Y ; LOAD ACTUAL PLAYER FROM P1 IN GAME SRAM PLAYER DATA
LDX P1_PLAYER_TEAM_ID,Y ; LOAD TEAM FROM P1 IN GAME SRAM TEAM DATA
LDY #PLAYER_FACE_INDEX ; LOAD PLAYER FACE INDEX
CLC ;
JSR GET_PLAYER_SKILL_OR_FACE ; GET PLAYER SKILL OR FACE (A=ACTUAL PLAYER, X=TEAM, Y=FACE OR SKILL)
TAY ; SAVE FACE ID
LDA P1_TEAM ; SET OFFENSE = P1 TEAM
LDX P2_TEAM ; SET DEFENSE = P2 TEAM
JMP @set_uniform_color_based_on_matchup ; JUMP-> SET UNIFORM PALLETE AND MATCHUP LOGIC ADDRESS AND SET SKIN COLOR
@get_player_2_skin_color: ; LOAD P2 SIDE PLAYER AND TEAM
AND #roster_id_bitmask ; KEEP ONLY PLAYER INFORMATION
ASL ; SHIFT FOR TWO BYTE TABLE ENTRY
TAY ;
LDA P2_PLAYER_ROSTER_ID,Y ; LOAD ACTUAL PLAYER FROM P2 IN GAME SRAM PLAYER DATA
LDX P2_PLAYER_TEAMID,Y ; LOAD ACTUAL TEAM P1 IN GAME SRAM TEAM DATA
LDY #PLAYER_FACE_INDEX ; LOAD PLAYER FACE INDEX
SEC ;
JSR GET_PLAYER_SKILL_OR_FACE ; GET PLAYER SKILL OR FACE (A=ACTUAL PLAYER, X=TEAM, Y=FACE OR SKILL)
TAY ; SAVE FACE ID
LDA P2_TEAM ; SET OFFENSE = P2 TEAM
LDX P1_TEAM ; SET DEFENSE = P1 TEAM
@set_uniform_color_based_on_matchup: ; SET UNIFORM PALLETE AND MATCHUP LOGIC ADDRESS AND SET SKIN COLOR
uniform_info_address = LOCAL_7
ASL ; SHIFT SINCE EACH PALLETE ENTRY IS 8 BYTES
ASL ;
ASL ;
CLC ;
ADC #<CUTSCENE_UNIFORM_PALLETES_AND_LOGIC ; SET ADRRESS= CUTSCREEN TEAM UNIFORM PALLETES PRI, SEC AND COLOR LOGIC+ TEAM OFFSET
STA uniform_info_address ;
LDA #$00 ;
ADC #>CUTSCENE_UNIFORM_PALLETES_AND_LOGIC ;
STA uniform_info_address +1 ;
TYA ; LOAD FACE ID
BMI @set_skin_color_dark ; IS FACE DARK? YES->SET SKIN COLOR TO DARK
@set_skin_color_light
LDA #LIGHT_SKIN_COLOR ; LOAD LIGHT SKIN COLOR
JMP @save_skin_color ; *** could be branch JUMP->SAVE SKIN COLOR
@set_skin_color_dark: ; SET SKIN COLOR TO DARK
LDA #DARK_SKIN_COLOR ; LOAD DARK SKIN COLOR
@save_skin_color: ; SAVE SKIN COLOR
STA CUTSCENE_SKIN_COLOR_A ; SAVE SKIN COLOR PALLETE IN SPRITE PALLETE BUFFER
STA CUTSCENE_SKIN_COLOR_B ; SAVE SKIN COLOR PALLETE IN SPRITE PALLETE BUFFER
TXA ; LOAD DEFENSE TEAM
LDY #$04 ; SET INDEX = FIRST COLOR LOGIC BYTE OF CUTSCENE JERSEY COLOR LOGIC
_WHILE ALWAYS ; GET INDEX TO UNIFORM CHOICE BYTE LOOP
CMP #$08 ; IS OPPOSING TEAM ID = IN CURRENT MATCHUP BYTE?
BCC @get_matchup_uniform_logic ; YES->DO CUT SCENE UNI COLORS MATCHUP DEPENDENCY LOGIC
SBC #$08 ;
INY ; DATA INDEX++
_END_WHILE ; JUMP->GET INDEX TO UNIFORM CHOICE BYTE LOOP
@get_matchup_uniform_logic: ; DO CUT SCENE UNI COLORS MATCHUP DEPENDENCY LOGIC
TAX ;
LDA (uniform_info_address),Y ; LOAD COLOR LOGIC BYTE
AND MATCHUP_LOGIC_BITMASK_TABLE,X ; & WITH MASK BYTE FROM CUTSCENE JERSEY MATCHUP TEAM NIBBLE MASK
BNE @set_to_use_secondary_uniform ; USE JERESEY 2? YES-> USE 2ND JERSEY
@set_to_use_primary_uniform:
LDY #$00 ; SET UNIFORM COLORS = PRIMARY COLORS
JMP @save_uniform_colors_in_buffer ; JUMP->SAVE UNIFORM COLORS IN PALLETE BUFFER
@set_to_use_secondary_uniform: ; USE 2ND JERSEY
LDY #$02 ; SET UNIFORM COLORS = SECONDARY COLORS
@save_uniform_colors_in_buffer: ; SAVE UNIFORM COLORS IN PALLETE BUFFER
LDA (uniform_info_address),Y ; TRANSFER PANTS/HELMET COLOR INTO PALLETE BUFFER
STA CUTSCENE_PANTS_HELMET_COLOR_A ;
STA CUTSCENE_PANTS_HELMET_COLOR_B ;
INY ; DATA INDEX++
LDA (uniform_info_address),Y ; TRANSFER JERSEY COLOR INTO PALLETE BUFFER
STA CUTSCENE_JERSEY_COLOR_A ;
STA CUTSCENE_JERSEY_COLOR_B ;
LDX previous_A000_bank ; LOAD PREVIOUS BANK
JMP SWAP_A000_BANK ; SWAP $A000 BANK(X= $A000 BANK TO SWAP)
MATCHUP_LOGIC_BITMASK_TABLE: ; CUTSCENE JERSEY MATCHUP TEAM NIBBLE MASK
.DB $80, $40, $20, $10, $08, $04, $02, $01
CUTSCENE_DEFAULT_SPR_PALLETES: ; CUTSCENE BACKGROUND AND OUTLINE PALLETES
.DB COLOR_BLACK_2, COLOR_BLACK_2, COLOR_DARK_GREY, COLOR_DARK_GREY
.DB COLOR_BLACK_2, COLOR_BLACK_2, COLOR_DARK_GREY, COLOR_DARK_GREY
.DB COLOR_BLACK_2, COLOR_BLACK_2, COLOR_DARK_GREY, COLOR_DARK_GREY
.DB COLOR_BLACK_2, COLOR_BLACK_2, COLOR_MEDIUM_ORANGE, COLOR_WHITE
_F}_SET_CUTSCENE_UNIFORM_AND_SKIN_COLOR
_F{_SET_DIV_CHAMP_TEAM_PALLETES ; DONE
GLOVES_COLOR_BUFFER = BG_PAL_BUFFER_START + 2
JERSEY_COLOR_BUFFER = BG_PAL_BUFFER_START + 5
JERSEY_GLOVES_2_COLOR_BUFFER = BG_PAL_BUFFER_START + 6
HELMET_SHADOW_COLOR_BUFFER = BG_PAL_BUFFER_START + 9
HELMET_FILL_COLOR_BUFFER = BG_PAL_BUFFER_START + 10
SET_DIVISION_CHAMP_CUTSCENE_TEAM_UNIFORM_PAL: ; SET DIVISION CHAMP PALLETE()
COPY_SOURCE_TO_DEST_Y_INDEX[source_dest_length] DEFAULT_DIV_CHAMP_BG_SPR_PAL_TABLE, PALLETE_BUFFER_START, PALLETTE_BUFFER_LENGTH
@set_index_into_table_based_on_team_id: ;
LDA CURRENT_TEAM ; SET INDEX INTO TABLE BASED ON CURRENT TEAM
ASL ; EACH ENTRY IS 5 BYTES LONG
ASL ;
CLC ;
ADC CURRENT_TEAM ;
TAX ;
@save_colors_to_pallete_buffer:
LDA DIVISION_CHAMP_TEAM_BG_PAL_TABLE,X ; SET BG BUFFER PALLETE VALUE 3 = GLOVES COLOR FROM DIVISION CHAMP PALLETE TABLE
STA GLOVES_COLOR_BUFFER ;
LDA DIVISION_CHAMP_TEAM_BG_PAL_TABLE+1,X ; SET BG BUFFER PALLETE VALUE 6 = JERSEY NEAR NUMBER COLOR FROM DIVISION CHAMP PALLETE TABLE
STA JERSEY_COLOR_BUFFER ;
LDA DIVISION_CHAMP_TEAM_BG_PAL_TABLE+2,X ; SET BG BUFFER PALLETE VALUE 7 = JERSEY SHOULDER AND GLOVES2 COLOR FROM DIVISION CHAMP PALLETE TABLE
STA JERSEY_GLOVES_2_COLOR_BUFFER ;
LDA DIVISION_CHAMP_TEAM_BG_PAL_TABLE+3,X ; SET BG BUFFER PALLETE VALUE 10 = HELMET SHADOW COLOR FROM DIVISION CHAMP PALLETE TABLE
STA HELMET_SHADOW_COLOR_BUFFER ;
LDA DIVISION_CHAMP_TEAM_BG_PAL_TABLE+4,X ; SET BG BUFFER PALLETE VALUE 11 = HELMET FILL COLOR FROM DIVISION CHAMP PALLETE TABLE
STA HELMET_FILL_COLOR_BUFFER ;
RTS ; RETURN
_F}_SET_DIV_CHAMP_PALS
_F{_SET_CONF_CHAMP_TEAM_PALLETES ; DONE
; *** losing team sprite palletes not used.
helmet_fill_bg_color_buffer = BG_PAL_BUFFER_START + 9
helmet_fill_spr_color_buffer = SPR_PAL_BUFFER_START + 9
helmet_stripe_bg_color_buffer = BG_PAL_BUFFER_START + 10
helmet_stripe_spr_color_buffer = SPR_PAL_BUFFER_START + 10
left_jersey_bg_color_buffer = BG_PAL_BUFFER_START + 13
left_jersey_spr_color_buffer = SPR_PAL_BUFFER_START + 13
right_jersey_bg_color_buffer = BG_PAL_BUFFER_START + 14
right_jersey_spr_color_buffer = SPR_PAL_BUFFER_START + 14
SET_CONFERENCE_CHAMP_CUTSCENE_TEAM_UNIFORM_PAL: ; SET CONFERENCE CHAMP PALLETE()
COPY_SOURCE_TO_DEST_Y_INDEX[source_dest_length] DEFAULT_CONF_CHAMP_BG_SPR_PAL_TABLE, PALLETE_BUFFER_START, PALLETTE_BUFFER_LENGTH
@set_index_into_table_based_on_team_id:
LDA PLAYOFF_LOSING_TEAM ; SET INDEX INTO TABLE BASED ON LOSING TEAM
SHIFT_LEFT_2 ; EACH ENTRY 4 BYTES
TAX
@set_losing_team_palletes:
@set_helmet_fill:
LDA CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE,X ;
STA helmet_fill_bg_color_buffer ; SET BACKGROUND BUFFER PALLETE VALUE 10 = HELMET SOLID COLOR FROM CONFERENCE CHAMP PALLETE TABLE
STA helmet_fill_spr_color_buffer ; SET SPRITE BUFFER PALLETE VALUE 10 = HELMET SOLID COLOR FROM CONFERENCE CHAMP PALLETE TABLE
LDA CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE+1,X ;
STA helmet_stripe_bg_color_buffer ; SET BACKGROUND BUFFER PALLETE VALUE 11 = HELMET STRIPE OUTLINE COLOR FROM CONFERENCE CHAMP PALLETE TABLE
STA helmet_stripe_spr_color_buffer ; SET SPRITE BUFFER PALLETE VALUE 11 = HELMET STRIPE OUTLINE COLOR FROM CONFERENCE CHAMP PALLETE TABLE
LDA CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE+2,X ;
STA left_jersey_bg_color_buffer ; SET BACKGROUND BUFFER PALLETE VALUE 14 = JERSEY LEFT COLOR FROM CONFERENCE CHAMP PALLETE TABLE
STA left_jersey_spr_color_buffer ; SET SPRITE BUFFER PALLETE VALUE 14 = JERSEY LEFT COLOR FROM CONFERENCE CHAMP PALLETE TABLE
LDA CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE+3,X ;
STA right_jersey_bg_color_buffer ; SET BACKGROUND BUFFER PALLETE VALUE 15 = JERSEY RIGHT COLOR FROM CONFERENCE CHAMP PALLETE TABLE
STA right_jersey_spr_color_buffer ; SET SPRITE BUFFER PALLETE VALUE 15 = JERSEY RIGHT COLOR FROM CONFERENCE CHAMP PALLETE TABLE
SET_SB_CONF_CHAMP_WINNING_TEAM_PALLETES: ; LOAD TEAM SPECIFIC CONFERENCE CHAMP BG AND SPR PALLETE INTO PALLETE BUFFER
@set_index_into_table_based_on_team_id:
LDA CONF_CHAMP_SB_WINNING_TEAM ; LOAD WINNING TEAM
SHIFT_LEFT_2 ; EACH ENTRY 4 BYTES
TAX ;
@set_winning_team_palletes:
win_helmet_pants_bg_color_buffer = BG_PAL_BUFFER_START + 1
win_helmet_pants_spr_color_buffer = SPR_PAL_BUFFER_START + 1
win_jersey_bottom_bg_color_buffer = BG_PAL_BUFFER_START + 2
win_jersey_bottom_spr_color_buffer = SPR_PAL_BUFFER_START + 2
win_left_jersey_bg_color_buffer = BG_PAL_BUFFER_START + 5
win_left_jersey_spr_color_buffer = SPR_PAL_BUFFER_START + 5
win_right_jersey_bg_color_buffer = BG_PAL_BUFFER_START + 6
win_right_jersey_spr_color_buffer = SPR_PAL_BUFFER_START + 6
LDA CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE,X ; LOAD HELMET AND PANTS COLOR FROM CONFERENCE CHAMP PALLETE TABLE
STA win_helmet_pants_bg_color_buffer ; SET BACKGROUND PALLETE BUFFER VAL 2 = VAL
STA win_helmet_pants_spr_color_buffer ; SET SPRITE PALLETE BUFFER VAL 2 = VAL
LDA CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE+1,X ; LOAD JERSEY BOTTOM COLOR FROM CONFERENCE CHAMP PALLETE TABLE
STA win_jersey_bottom_bg_color_buffer ; SET BACKGROUND PALLETE BUFFER VAL 3 = VAL
STA win_jersey_bottom_spr_color_buffer ; SET SPRITE PALLETE BUFFER VAL 3 = VAL
LDA CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE+2,X ; LOAD JERSEY LEFT COLOR FROM CONFERENCE CHAMP PALLETE TABLE
STA win_left_jersey_bg_color_buffer ; SET BACKGROUND PALLETE BUFFER VAL 4 = VAL
STA win_left_jersey_spr_color_buffer ; SET SPRITE PALLETE BUFFER VAL 4 = VAL
LDA CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE+3,X ; LOAD JERSEY RIGHT COLOR FROM CONFERENCE CHAMP PALLETE TABLE
STA win_right_jersey_bg_color_buffer ; SET BACKGROUND PALLETE BUFFER VAL 5 = VAL
STA win_right_jersey_spr_color_buffer ; SET BACKGROUND PALLETE BUFFER VAL 5 = VAL
RTS ; RETURN
SET_SUPER_BOWL_CUTSCENE_TEAM_UNIFORM_PAL: ; SET SUPER BOWL CHAMP PALLETE()
COPY_SOURCE_TO_DEST_Y_INDEX[source_dest_length] DEFAULT_SUPER_BOWL_BG_SPR_PAL_TABLE, PALLETE_BUFFER_START, PALLETTE_BUFFER_LENGTH
JMP SET_SB_CONF_CHAMP_WINNING_TEAM_PALLETES
_F}_SET_CONF_CHAMP_TEAM_PALLETES
_F{_CUTSCENE_UNI_PAL_DATA ; DONE
CUTSCENE_UNIFORM_PALLETES_AND_LOGIC: ; CUTSCREEN TEAM UNIFORM PALLETES PRI, SEC AND COLOR LOGIC
; PANTS/HELM1,JERSEY1,PANTS/HELM1,JERSEY2, MATCHUP LOGIC (4 BYTES)
; MATCHUP LOGIC (4 BYTES) EACH BIT CORRESPONDS TO A TEAM
; PRIMARY PANTS/HELM, PRIMARY JERSEY
; SECONDARY PANTS/HELM, SECONDARY JERSEY
BUF_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_PURPLE_RED ,COLOR_MEDIUM_GREY_BLUE
.DB COLOR_MEDIUM_PURPLE_RED ,COLOR_MEDIUM_GREY_BLUE
@matchup_logic:
.HEX 00000000
IND_CUTSCENE_COLORS:
.DB COLOR_WHITE ,COLOR_DARK_GREY_BLUE
.DB COLOR_WHITE ,COLOR_DARK_GREY_BLUE
@matchup_logic:
.HEX 00000000
MIA_CUTSCENE_COLORS:
.DB COLOR_WHITE ,COLOR_MEDIUM_AQUA
.DB COLOR_WHITE ,COLOR_MEDIUM_AQUA
@matchup_logic:
.HEX 50006C20
NE_CUTSCENE_COLORS:
.DB COLOR_WHITE ,COLOR_MEDIUM_PURPLE_RED
.DB COLOR_WHITE ,COLOR_MEDIUM_PURPLE
@matchup_logic:
.HEX 86224180
NYJ_CUTSCENE_COLORS:
.DB COLOR_WHITE ,COLOR_DARK_YELLOW_GREEN
.DB COLOR_DARK_YELLOW_GREEN ,COLOR_WHITE
@matchup_logic:
.HEX F55C69A0
CIN_CUTSCENE_COLORS:
.DB COLOR_LIGHT_RED ,COLOR_BLACK_2
.DB COLOR_LIGHT_RED ,COLOR_WHITE
@matchup_logic:
.HEX D0D00430
CLE_CUTSCENE_COLORS:
.DB COLOR_LIGHT_RED ,COLOR_WHITE
.DB COLOR_WHITE_RED ,COLOR_MEDIUM_ORANGE
@matchup_logic:
.HEX 80209300
HOU_CUTSCENE_COLORS:
.DB COLOR_WHITE ,COLOR_LIGHT_GREY_BLUE
.DB COLOR_WHITE_GREY_BLUE ,COLOR_WHITE
@matchup_logic:
.HEX 700449A0
PIT_CUTSCENE_COLORS:
.DB COLOR_BLACK_2 ,COLOR_LIGHT_YELLOW
.DB COLOR_LIGHT_YELLOW ,COLOR_BLACK_2
@matchup_logic:
.HEX 00629240
DEN_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_RED
.DB COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_RED
@matchup_logic:
.HEX C0010060
KC_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_PURPLE_RED ,COLOR_WHITE
.DB COLOR_LIGHT_PURPLE_RED ,COLOR_DARK_PURPLE_RED
@matchup_logic:
.HEX 10020100
RAI_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_GREY ,COLOR_BLACK_2
.DB COLOR_MEDIUM_GREY ,COLOR_WHITE
@matchup_logic:
.HEX 40842C30
SD_CUTSCENE_COLORS:
.DB COLOR_WHITE_YELLOW ,COLOR_DARK_BLUE
.DB COLOR_DARK_GREY_BLUE ,COLOR_WHITE
@matchup_logic:
.HEX F7DD6DFF
SEA_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_GREY ,COLOR_MEDIUM_GREY_BLUE
.DB COLOR_WHITE_GREY_BLUE , COLOR_WHITE
@matchup_logic:
.HEX E0C12C60
WAS_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_RED ,COLOR_WHITE
.DB COLOR_MEDIUM_RED ,COLOR_WHITE
@matchup_logic:
.HEX 00000000
GIA_CUTSCENE_COLORS:
.DB COLOR_BLACK_2 ,COLOR_MEDIUM_GREY_BLUE
.DB COLOR_DARK_GREY_BLUE ,COLOR_WHITE
@matchup_logic:
.HEX 84D02CB0
PHI_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_YELLOW_GREEN ,COLOR_WHITE
.DB COLOR_MEDIUM_YELLOW_GREEN ,COLOR_WHITE
@matchup_logic:
.HEX 00000000
PHX_CUTSCENE_COLORS:
.DB COLOR_WHITE ,COLOR_DARK_PURPLE_RED
.DB COLOR_WHITE_GREY_BLUE ,COLOR_DARK_PURPLE_RED
@matchup_logic:
.HEX 52220100
DAL_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_GREY ,COLOR_DARK_GREY_BLUE
.DB COLOR_MEDIUM_GREY ,COLOR_DARK_GREY_BLUE
@matchup_logic:
.HEX 00000000
CHI_CUTSCENE_COLORS:
.DB COLOR_BLACK_2 ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_WHITE
@matchup_logic:
.HEX 00000000
DET_CUTSCENE_COLORS:
.DB COLOR_WHITE_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
.DB COLOR_MEDIUM_GREY ,COLOR_DARK_GREY_BLUE
@matchup_logic:
.HEX 21040000
GB_CUTSCENE_COLORS:
.DB COLOR_WHITE_YELLOW ,COLOR_DARK_YELLOW_GREEN
.DB COLOR_LIGHT_YELLOW ,COLOR_WHITE
@matchup_logic:
.HEX 48800020
MIN_CUTSCENE_COLORS:
.DB COLOR_DARK_PURPLE ,COLOR_WHITE
.DB COLOR_DARK_PURPLE ,COLOR_WHITE
@matchup_logic:
.HEX 00000000
TB_CUTSCENE_COLORS:
.DB COLOR_WHITE ,COLOR_LIGHT_ORANGE
.DB COLOR_WHITE ,COLOR_LIGHT_RED
@matchup_logic:
.HEX 02000000
SF_CUTSCENE_COLORS:
.DB COLOR_WHITE_RED_YELLOW ,COLOR_MEDIUM_RED
.DB COLOR_WHITE_RED_YELLOW ,COLOR_MEDIUM_RED
@matchup_logic:
.HEX 92200540
RAM_CUTSCENE_COLORS:
.DB COLOR_DARK_GREY_BLUE ,COLOR_LIGHT_YELLOW
.DB COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_YELLOW
@matchup_logic:
.HEX 40492400
NO_CUTSCENE_COLORS:
.DB COLOR_WHITE_YELLOW ,COLOR_BLACK_2
.DB COLOR_LIGHT_BROWN ,COLOR_WHITE
@matchup_logic:
.HEX 80C03010
ATL_CUTSCENE_COLORS:
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY
.DB COLOR_DARK_GREY ,COLOR_WHITE
@matchup_logic:
.HEX 08802000
AFC_CUTSCENE_COLORS:
.DB COLOR_MEDIUM_PURPLE_RED,COLOR_WHITE
.DB COLOR_MEDIUM_PURPLE_RED,COLOR_WHITE
@matchup_logic:
.HEX 00000000
NFC_CUTSCENE_COLORS:
.DB COLOR_WHITE,COLOR_DARK_GREY_BLUE
.DB COLOR_WHITE,COLOR_DARK_GREY_BLUE
@matchup_logic:
.HEX 00000000
_F}_CUTSCENE_UNI_PAL_DATA
_F{_DIV_CHAMP_SCENE_PAL_DATA ; DONE
DEFAULT_DIV_CHAMP_BG_SPR_PAL_TABLE:
; BACKGROUND PALLETES
.DB COLOR_BLACK_2 ,COLOR_MEDIUM_AQUA ,COLOR_DARK_GREY ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_DARK_GREY ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_DARK_GREY ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_WHITE_RED ,COLOR_LIGHT_RED ,COLOR_WHITE
; SPRITE PALLETES
.DB COLOR_BLACK_2 ,COLOR_WHITE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_MEDIUM_PURPLE_RED
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_MEDIUM_GREY ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_DARK_PURPLE_RED ,COLOR_LIGHT_PURPLE_RED ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_WHITE_RED_YELLOW ,COLOR_LIGHT_ORANGE ,COLOR_WHITE
DIVISION_CHAMP_TEAM_BG_PAL_TABLE: ; DIVISION CHAMP TEAM SPECIFIC PALLETE TABLE
; GLOVES , JERSEY FRONT NUMBERS, GLOVES AND JERSEY SHOULDER, HELMET SHADOW, HELMET SOLID
BUF_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_DARK_GREY_BLUE ,COLOR_LIGHT_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED
IND_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_DARK_GREY_BLUE ,COLOR_WHITE ,COLOR_WHITE_GREY_BLUE
MIA_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_AQUA ,COLOR_LIGHT_AQUA ,COLOR_MEDIUM_AQUA ,COLOR_WHITE ,COLOR_WHITE_GREY_BLUE
NE_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_PURPLE_RED ,COLOR_LIGHT_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED ,COLOR_WHITE ,COLOR_WHITE_GREY_BLUE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
NYJ_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREEN ,COLOR_MEDIUM_GREEN ,COLOR_DARK_GREEN ,COLOR_MEDIUM_YELLOW_GREEN ,COLOR_DARK_YELLOW_GREEN
CIN_DIV_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2 ,COLOR_LIGHT_RED ,COLOR_MEDIUM_RED
CLE_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY ,COLOR_LIGHT_RED ,COLOR_MEDIUM_RED
HOU_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_WHITE ,COLOR_WHITE_GREY_BLUE
PIT_DIV_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
DEN_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_RED ,COLOR_LIGHT_RED ,COLOR_DARK_RED ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
KC_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED ,COLOR_DARK_PURPLE_RED ,COLOR_LIGHT_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED
LAR_DIV_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2 ,COLOR_WHITE_GREY_BLUE ,COLOR_MEDIUM_GREY
SD_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_BLUE ,COLOR_MEDIUM_BLUE ,COLOR_DARK_BLUE ,COLOR_MEDIUM_BLUE ,COLOR_DARK_BLUE
SEA_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_DARK_GREY_BLUE ,COLOR_WHITE ,COLOR_WHITE_GREY_BLUE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
WAS_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED ,COLOR_DARK_PURPLE_RED ,COLOR_LIGHT_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED
NYG_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_DARK_GREY_BLUE ,COLOR_DARK_GREY_BLUE ,COLOR_BLACK_2
PHI_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_YELLOW_GREEN ,COLOR_LIGHT_YELLOW_GREEN ,COLOR_MEDIUM_YELLOW_GREEN ,COLOR_LIGHT_YELLOW_GREEN ,COLOR_MEDIUM_YELLOW_GREEN
PHX_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED ,COLOR_DARK_PURPLE_RED ,COLOR_WHITE ,COLOR_MEDIUM_GREY
DAL_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_DARK_GREY_BLUE ,COLOR_WHITE ,COLOR_MEDIUM_GREY
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CHI_DIV_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2
DET_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_DARK_GREY_BLUE ,COLOR_MEDIUM_GREY ,COLOR_DARK_GREY
GB_DIV_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_DARK_YELLOW_GREEN ,COLOR_BLACK_2 ,COLOR_WHITE_YELLOW ,COLOR_LIGHT_YELLOW
MIN_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_BLUE_PURPLE ,COLOR_LIGHT_BLUE_PURPLE ,COLOR_MEDIUM_BLUE_PURPLE ,COLOR_LIGHT_BLUE_PURPLE ,COLOR_MEDIUM_BLUE_PURPLE
TB_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_RED ,COLOR_LIGHT_RED ,COLOR_MEDIUM_RED ,COLOR_WHITE ,COLOR_WHITE_GREY_BLUE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
SF_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED ,COLOR_DARK_PURPLE_RED ,COLOR_WHITE ,COLOR_LIGHT_YELLOW
LAM_DIV_CHAMP_CUT_PAL:
.DB COLOR_DARK_BROWN ,COLOR_WHITE_YELLOW ,COLOR_LIGHT_YELLOW ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
NO_DIV_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2 ,COLOR_LIGHT_YELLOW ,COLOR_LIGHT_BROWN
ATL_DIV_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
_F}_DIV_CHAMP_SCENE_PAL_DATA
_F{_CONF_CHAMP_SCENE_PAL_DATA ; DONE
DEFAULT_CONF_CHAMP_BG_SPR_PAL_TABLE:
; BG PALS
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_DARK_GREY ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_DARK_GREY ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_DARK_GREY ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_DARK_GREY ,COLOR_WHITE
; SPR PALS
.DB COLOR_BLACK_2 ,COLOR_DARK_BLUE ,COLOR_DARK_PURPLE_RED ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_DARK_BLUE ,COLOR_DARK_PURPLE_RED ,COLOR_WHITE
.DB COLOR_BLACK_2 ,COLOR_WHITE ,COLOR_MEDIUM_GREY ,COLOR_MEDIUM_PURPLE_RED
.DB COLOR_BLACK_2 ,COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE ,COLOR_WHITE
CONF_CHAMP_TEAM_BG_SPR_PAL_TABLE:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
BUF_CONF_CHAMP_CUT_PAL:
.DB COLOR_LIGHT_PURPLE_RED ,COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
IND_CONF_CHAMP_CUT_PAL:
.DB COLOR_WHITE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
MIA_CONF_CHAMP_CUT_PAL:
.DB COLOR_WHITE ,COLOR_MEDIUM_AQUA ,COLOR_LIGHT_AQUA ,COLOR_MEDIUM_AQUA
NE_CONF_CHAMP_CUT_PAL:
.DB COLOR_WHITE ,COLOR_MEDIUM_PURPLE_RED ,COLOR_LIGHT_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED
NYJ_CONF_CHAMP_CUT_PAL:
.DB COLOR_MEDIUM_GREEN ,COLOR_MEDIUM_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CIN_CONF_CHAMP_CUT_PAL:
.DB COLOR_LIGHT_RED ,COLOR_MEDIUM_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY
CLE_CONF_CHAMP_CUT_PAL:
.DB COLOR_LIGHT_RED ,COLOR_MEDIUM_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY
HOU_CONF_CHAMP_CUT_PAL:
.DB COLOR_WHITE ,COLOR_LIGHT_GREY_BLUE ,COLOR_WHITE_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE
PIT_CONF_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_LIGHT_YELLOW ,COLOR_WHITE_YELLOW ,COLOR_LIGHT_YELLOW
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
DEN_CONF_CHAMP_CUT_PAL:
.DB COLOR_MEDIUM_GREY_BLUE ,COLOR_MEDIUM_RED ,COLOR_LIGHT_RED ,COLOR_MEDIUM_RED
KC_CONF_CHAMP_CUT_PAL:
.DB COLOR_MEDIUM_PURPLE_RED ,COLOR_DARK_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED ,COLOR_DARK_PURPLE_RED
LAR_CONF_CHAMP_CUT_PAL:
.DB COLOR_MEDIUM_GREY ,COLOR_BLACK_2 ,COLOR_DARK_GREY ,COLOR_BLACK_2
SD_CONF_CHAMP_CUT_PAL:
.DB COLOR_DARK_BLUE ,COLOR_MEDIUM_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY
SEA_CONF_CHAMP_CUT_PAL:
.DB COLOR_WHITE_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
WAS_CONF_CHAMP_CUT_PAL:
.DB COLOR_MEDIUM_PURPLE_RED ,COLOR_MEDIUM_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY
NYG_CONF_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
PHI_CONF_CHAMP_CUT_PAL:
.DB COLOR_LIGHT_GREEN ,COLOR_MEDIUM_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY
PHX_CONF_CHAMP_CUT_PAL:
.DB COLOR_WHITE ,COLOR_MEDIUM_PURPLE_RED ,COLOR_LIGHT_PURPLE_RED ,COLOR_MEDIUM_PURPLE_RED
DAL_CONF_CHAMP_CUT_PAL:
.DB COLOR_MEDIUM_GREY ,COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CHI_CONF_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2 ,COLOR_MEDIUM_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY
DET_CONF_CHAMP_CUT_PAL:
.DB COLOR_WHITE_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE ,COLOR_LIGHT_GREY_BLUE ,COLOR_MEDIUM_GREY_BLUE
GB_CONF_CHAMP_CUT_PAL:
.DB COLOR_LIGHT_YELLOW ,COLOR_DARK_YELLOW_GREEN ,COLOR_MEDIUM_YELLOW_GREEN ,COLOR_DARK_YELLOW_GREEN
MIN_CONF_CHAMP_CUT_PAL:
.DB COLOR_MEDIUM_BLUE_PURPLE,COLOR_MEDIUM_GREY ,COLOR_WHITE ,COLOR_MEDIUM_GREY
TB_CONF_CHAMP_CUT_PAL:
.DB COLOR_WHITE ,COLOR_MEDIUM_RED ,COLOR_LIGHT_RED ,COLOR_MEDIUM_RED
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
SF_CONF_CHAMP_CUT_PAL:
.DB COLOR_LIGHT_YELLOW,COLOR_MEDIUM_PURPLE_RED,COLOR_LIGHT_PURPLE_RED,COLOR_MEDIUM_PURPLE_RED
LAM_CONF_CHAMP_CUT_PAL:
.DB COLOR_MEDIUM_GREY_BLUE,COLOR_LIGHT_YELLOW, COLOR_WHITE_YELLOW,COLOR_LIGHT_YELLOW
NO_CONF_CHAMP_CUT_PAL:
.DB COLOR_LIGHT_YELLOW,COLOR_BLACK_2,COLOR_DARK_GREY,COLOR_BLACK_2
ATL_CONF_CHAMP_CUT_PAL:
.DB COLOR_BLACK_2,COLOR_MEDIUM_GREY,COLOR_WHITE,COLOR_MEDIUM_GREY
_F}_CONF_CHAMP_SCENE_PAL_DATA ; DONE
_F{_DEFAULT_SUPER_BOWL_PAL_DATA ; DONE
DEFAULT_SUPER_BOWL_BG_SPR_PAL_TABLE:
; BACKGROUND PALLETES