db $42 JMP Return : JMP Return : JMP Return : JMP SpriteCheck : JMP SpriteCheck : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return !NumberOfSpritesToCheck = SpriteTableEnd-SpriteTableStart+1 ; don't change this! !NumberOfCustomSpritesToCheck = CustomSpriteTableEnd-CustomSpriteTableStart+1 ; don't change this! SpriteTableStart: ; edit these values (sprite number, makes it not die if it hits the muncher) db $35,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF SpriteTableEnd: CustomSpriteTableStart: ; and these values (custom sprite number, makes it not die if it hits the muncher) db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF CustomSpriteTableEnd: SpriteCheck: LDA $7FAB10,x AND #$08 BNE .customsprite LDA $9E,x PHX LDX.b #!NumberOfSpritesToCheck .loop CMP SpriteTableStart,x BEQ .dontkill DEX BPL .loop .back PLX LDA #$04 STA $14C8,x LDA #$1F STA $1540,x JSL $07FC3B LDA #$08 STA $1DF9 RTL .dontkill PLX RTL .customsprite LDA $7FAB9E,x PHX LDX.b #!NumberOfCustomSpritesToCheck .loop2 CMP CustomSpriteTableStart,x BEQ .dontkill DEX BPL .loop2 BRA .back Return: RTL print "A muncher that kills sprites."