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E2A4: Data for perp escape scene
Perp escape scene, hazards
MAP_HAZARD_WAIT(27),
MAP_CMD_START_TWO_BARRIERS,
MAP_HAZARD_WAIT(1),
MAP_CMD_STOP_BARRIERS,
MAP_HAZARD_WAIT(240),
MAP_CMD_GOTO(0xE2AA)
perp_escape_hazards E2A4 DEFB $1B Wait for 27 units
E2A5 DEFB $00,$09 Escape, Command 9 (Start Spawning Two Barriers)
E2A7 DEFB $01 Wait for 1 unit
E2A8 DEFB $00,$03 Escape, Command 3 (Stop Spawning Barriers)
Perp escape scene, curvature
MAP_CURVE_STRAIGHT(15),
MAP_CMD_GOTO(0xE2AA)
perp_escape_curvature E2AA DEFB $F0 Straight for 15 units
E2AB DEFB $00,$00 Escape, Command 0 (Continue at <Address>)
E2AD DEFW perp_escape_curvature Loop
Perp escape scene, height
MAP_HEIGHT_LEVEL(15),
MAP_CMD_GOTO(0xE2AF)
perp_escape_height E2AF DEFB $F8 Level Road for 15 units
E2B0 DEFB $00,$00 Escape, Command 0 (Continue at <Address>)
E2B2 DEFW perp_escape_height Loop
Perp escape scene, lanes
MAP_LANES_3L(53),
MAP_LANES_TUNNEL(255),
MAP_LANES_4(12),
MAP_LANES_ESCAPE_PADDING(10),
MAP_CMD_GOTO(0xE2B8)
perp_escape_lanes E2B4 DEFB $35,$81 53 units of 3 Lanes L
E2B6 DEFB $FF,$45 255 units of Tunnel -- Is no explicit stop required here since the camera stops?
Fork scene, hazards
MAP_HAZARD_WAIT(12),
MAP_CMD_ARROW_OFF,
MAP_HAZARD_WAIT(255),
MAP_CMD_GOTO(0xE2B8)
fork_hazards E2B8 DEFB $0C Wait for 12
E2B9 DEFB $00,$0A Escape, Command 10 (Set Floating Arrow Off)
E2BB DEFB $FF Wait for 255
E2BC DEFB $00,$00 Escape, Command 0 (Continue at <Address>)
E2BE DEFW fork_hazards Loop
Fork scene, left and right hand objects This first byte of the data is only used when drawing objects on the left hand side. Perhaps to stop the initial pole drawing twice?
MAP_OBJ_S1_NONE(1),
MAP_OBJ_S1_SHORT_POLE(15),
MAP_CMD_GOTO(0xE2C1)
fork_leftrightobjs E2C0 DEFB $10 1 units of Nothing
fork_leftrightobjs_loop E2C1 DEFB $F3 15 units of Short Pole
E2C2 DEFB $00,$00 Escape, Command 0 (Continue at <Address>)
E2C4 DEFW fork_leftrightobjs_loop Loop
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