.StartEffect_b6 STA storeA ; Store the value of A so we can retrieve it below LDA currentBank ; If ROM bank 6 is already paged into memory, jump to CMP #6 ; bank2 BEQ bank2 PHA ; Otherwise store the current bank number on the stack LDA #6 ; Page ROM bank 6 into memory at $8000 JSR SetBank LDA storeA ; Restore the value of A that we stored above JSR StartEffect ; Call StartEffect, now that it is paged into memory JMP ResetBank ; Fetch the previous ROM bank number from the stack and ; page that bank back into memory at $8000, returning ; from the subroutine using a tail call .bank2 LDA storeA ; Restore the value of A that we stored above JMP StartEffect ; Call StartEffect, which is already paged into ; memory, and return from the subroutine using a tail ; callName: StartEffect_b6 [Show more] Type: Subroutine Category: Sound Summary: Call the StartEffect routine in ROM bank 6 Deep dive: Splitting NES Elite across multiple ROM banksContext: See this subroutine in context in the source code References: This subroutine is called as follows: * StartEffect_b7 calls StartEffect_b6
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Subroutine ResetBank (category: Utility routines)
Retrieve a ROM bank number from the stack and page that bank into memory at $8000
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Subroutine SetBank (category: Utility routines)
Page a specified ROM bank into memory at $8000
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Subroutine StartEffect (category: Sound)
Start making a sound effect on the specified channel
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Label bank2 is local to this routine
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Variable currentBank in workspace ZP
Contains the number of the ROM bank (0 to 6) that is currently paged into memory at $8000