Checks blocks to see what to do whenever a bomb hits one 94:A052: JSR ($A032),X X = block type*2 BlockType Call ------------------|------ 0 = Air | 9D59 1 = Slope | 9D59 2 = XRay Air | 9D59 3 = Treadmill | 9D59 4 = Shootable Air | 9E55 5 = H-Extend | 9411 6 = Air??? | 9D59 7 = Bombable Air | 9FD6 8 = Solid | 9D5B 9 = Door | 9D5B A = Spike | 9D5B B = Crumble | 9D71 C = Shot | 9E73 D = V-Extend | 9447 E = Grapple | 9D5B F = Bomb block | 9FF4 9D59: CLC and RTS 9E55: Load the BTS into A. If positive, multiply by 2 and use as an index for 94:9EA6,X to make a PLM. Clear V, SEC and RTS 9411: Load the BTS into A. If 0, CLC and RTS. Else use it as a horizontal tile offset to use a different tile for the jump index. 9FD6: Load the BTS into A. If positive, multiply by 2 and use as an index for 94:A012,X to make a PLM. Clear V, SEC and RTS 9D5B: SEC and RTS 9D71: Load the BTS into A. If negative, AND with #$007F and use to find a region-indexed PLM (94:9DC4 + Region * 10 + BTS * 2). If positive, use as an index for 94:9DA4,X to make a PLM. Either way, clear V, SEC, and RTS. 9E73: Load the BTS into A. If negative, AND with #$007F and use to find a region-indexed PLM (94:9F46 + Region * 10 + BTS * 2). If positive, use as an index for 94:9EA6,X to make a PLM. Either way, clear V, SEC, and RTS. 9447: Load the BTS into A. If 0, CLC and RTS. Else use it as a vertical tile offset to use a different tile for the jump index. 9FF4: Load the BTS into A. If positive, multiply by 2 and use as an index for 94:A012,X to make a PLM. Clear V, SEC and RTS