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authorClownacy <Clownacy@users.noreply.github.com>2023-08-21 20:03:50 +0100
committerClownacy <Clownacy@users.noreply.github.com>2023-08-21 20:03:50 +0100
commita683dfab735e5508b7a169840b76943db5ce4c65 (patch)
tree103a7674914ba0f875b7844efb34ed349d96c54a /_inc
parent478789f82f2f0a3854a6225729478823f3a84e57 (diff)
bcs/bcc -> blo/bhs
Hooray for readable code.
Diffstat (limited to '_inc')
-rw-r--r--_inc/DeformLayers (JP1).asm6
-rw-r--r--_inc/DeformLayers.asm4
-rw-r--r--_inc/DynamicLevelEvents.asm92
-rw-r--r--_inc/HUD_Update.asm8
-rw-r--r--_inc/LZWaterFeatures.asm68
-rw-r--r--_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm2
-rw-r--r--_inc/LevelSizeLoad & BgScrollSpeed.asm2
-rw-r--r--_inc/Nemesis Decompression.asm10
-rw-r--r--_inc/Oscillatory Routines.asm2
-rw-r--r--_inc/PaletteCycle.asm8
10 files changed, 101 insertions, 101 deletions
diff --git a/_inc/DeformLayers (JP1).asm b/_inc/DeformLayers (JP1).asm
index 694b6a2..2e0509c 100644
--- a/_inc/DeformLayers (JP1).asm
+++ b/_inc/DeformLayers (JP1).asm
@@ -331,7 +331,7 @@ Deform_MZ:
subi.w #$200,d0 ; subtract 512px (unused 2 chunks)
move.w d0,d2
cmpi.w #$100,d0
- bcs.s .limitY
+ blo.s .limitY
move.w #$100,d0
.limitY:
andi.w #$1F0,d0
@@ -697,7 +697,7 @@ MoveScreenHoriz:
SH_AheadOfMid:
cmpi.w #16,d0 ; is Sonic within 16px of middle area?
- bcs.s SH_Ahead16 ; if yes, branch
+ blo.s SH_Ahead16 ; if yes, branch
move.w #16,d0 ; set to 16 if greater
SH_Ahead16:
@@ -782,7 +782,7 @@ loc_665C:
loc_666C:
cmpi.w #$800,d1
- bcc.s loc_6696
+ bhs.s loc_6696
move.w #$600,d1
cmpi.w #6,d0
bgt.s loc_66F6
diff --git a/_inc/DeformLayers.asm b/_inc/DeformLayers.asm
index e6d591d..43df561 100644
--- a/_inc/DeformLayers.asm
+++ b/_inc/DeformLayers.asm
@@ -414,7 +414,7 @@ MoveScreenHoriz:
SH_AheadOfMid:
cmpi.w #16,d0 ; is Sonic within 16px of middle area?
- bcs.s SH_Ahead16 ; if yes, branch
+ blo.s SH_Ahead16 ; if yes, branch
move.w #16,d0 ; set to 16 if greater
SH_Ahead16:
@@ -499,7 +499,7 @@ loc_665C:
loc_666C:
cmpi.w #$800,d1
- bcc.s loc_6696
+ bhs.s loc_6696
move.w #$600,d1
cmpi.w #6,d0
bgt.s loc_66F6
diff --git a/_inc/DynamicLevelEvents.asm b/_inc/DynamicLevelEvents.asm
index 8077f31..5233927 100644
--- a/_inc/DynamicLevelEvents.asm
+++ b/_inc/DynamicLevelEvents.asm
@@ -36,7 +36,7 @@ loc_6DAC:
move.w (v_screenposy).w,d0
addq.w #8,d0
cmp.w (v_limitbtm2).w,d0
- bcs.s loc_6DC4
+ blo.s loc_6DC4
btst #1,(v_player+obStatus).w
beq.s loc_6DC4
add.w d1,d1
@@ -77,7 +77,7 @@ DLE_GHZx: dc.w DLE_GHZ1-DLE_GHZx
DLE_GHZ1:
move.w #$300,(v_limitbtm1).w ; set lower y-boundary
cmpi.w #$1780,(v_screenposx).w ; has the camera reached $1780 on x-axis?
- bcs.s locret_6E08 ; if not, branch
+ blo.s locret_6E08 ; if not, branch
move.w #$400,(v_limitbtm1).w ; set lower y-boundary
locret_6E08:
@@ -87,13 +87,13 @@ locret_6E08:
DLE_GHZ2:
move.w #$300,(v_limitbtm1).w
cmpi.w #$ED0,(v_screenposx).w
- bcs.s locret_6E3A
+ blo.s locret_6E3A
move.w #$200,(v_limitbtm1).w
cmpi.w #$1600,(v_screenposx).w
- bcs.s locret_6E3A
+ blo.s locret_6E3A
move.w #$400,(v_limitbtm1).w
cmpi.w #$1D60,(v_screenposx).w
- bcs.s locret_6E3A
+ blo.s locret_6E3A
move.w #$300,(v_limitbtm1).w
locret_6E3A:
@@ -114,21 +114,21 @@ off_6E4A: dc.w DLE_GHZ3main-off_6E4A
DLE_GHZ3main:
move.w #$300,(v_limitbtm1).w
cmpi.w #$380,(v_screenposx).w
- bcs.s locret_6E96
+ blo.s locret_6E96
move.w #$310,(v_limitbtm1).w
cmpi.w #$960,(v_screenposx).w
- bcs.s locret_6E96
+ blo.s locret_6E96
cmpi.w #$280,(v_screenposy).w
- bcs.s loc_6E98
+ blo.s loc_6E98
move.w #$400,(v_limitbtm1).w
cmpi.w #$1380,(v_screenposx).w
- bcc.s loc_6E8E
+ bhs.s loc_6E8E
move.w #$4C0,(v_limitbtm1).w
move.w #$4C0,(v_limitbtm2).w
loc_6E8E:
cmpi.w #$1700,(v_screenposx).w
- bcc.s loc_6E98
+ bhs.s loc_6E98
locret_6E96:
rts
@@ -142,12 +142,12 @@ loc_6E98:
DLE_GHZ3boss:
cmpi.w #$960,(v_screenposx).w
- bcc.s loc_6EB0
+ bhs.s loc_6EB0
subq.b #2,(v_dle_routine).w
loc_6EB0:
cmpi.w #boss_ghz_x,(v_screenposx).w
- bcs.s locret_6EE8
+ blo.s locret_6EE8
bsr.w FindFreeObj
bne.s loc_6ED0
_move.b #id_BossGreenHill,obID(a1) ; load GHZ boss object
@@ -206,9 +206,9 @@ loc_6F28:
tst.b (v_dle_routine).w
bne.s locret_6F64
cmpi.w #boss_lz_x-$140,(v_screenposx).w
- bcs.s locret_6F62
+ blo.s locret_6F62
cmpi.w #boss_lz_y+$540,(v_screenposy).w
- bcc.s locret_6F62
+ bhs.s locret_6F62
bsr.w FindFreeObj
bne.s loc_6F4A
_move.b #id_BossLabyrinth,obID(a1) ; load LZ boss object
@@ -232,9 +232,9 @@ locret_6F64:
DLE_SBZ3:
cmpi.w #$D00,(v_screenposx).w
- bcs.s locret_6F8C
+ blo.s locret_6F8C
cmpi.w #$18,(v_player+obY).w ; has Sonic reached the top of the level?
- bcc.s locret_6F8C ; if not, branch
+ bhs.s locret_6F8C ; if not, branch
clr.b (v_lastlamp).w
move.w #1,(f_restart).w ; restart level
move.w #(id_SBZ<<8)+2,(v_zone).w ; set level number to 0502 (FZ)
@@ -274,13 +274,13 @@ off_6FB2: dc.w loc_6FBA-off_6FB2
loc_6FBA:
move.w #$1D0,(v_limitbtm1).w
cmpi.w #$700,(v_screenposx).w
- bcs.s locret_6FE8
+ blo.s locret_6FE8
move.w #$220,(v_limitbtm1).w
cmpi.w #$D00,(v_screenposx).w
- bcs.s locret_6FE8
+ blo.s locret_6FE8
move.w #$340,(v_limitbtm1).w
cmpi.w #$340,(v_screenposy).w
- bcs.s locret_6FE8
+ blo.s locret_6FE8
addq.b #2,(v_dle_routine).w
locret_6FE8:
@@ -289,7 +289,7 @@ locret_6FE8:
loc_6FEA:
cmpi.w #$340,(v_screenposy).w
- bcc.s loc_6FF8
+ bhs.s loc_6FF8
subq.b #2,(v_dle_routine).w
rts
; ===========================================================================
@@ -297,14 +297,14 @@ loc_6FEA:
loc_6FF8:
move.w #0,(v_limittop2).w
cmpi.w #$E00,(v_screenposx).w
- bcc.s locret_702C
+ bhs.s locret_702C
move.w #$340,(v_limittop2).w
move.w #$340,(v_limitbtm1).w
cmpi.w #$A90,(v_screenposx).w
- bcc.s locret_702C
+ bhs.s locret_702C
move.w #$500,(v_limitbtm1).w
cmpi.w #$370,(v_screenposy).w
- bcs.s locret_702C
+ blo.s locret_702C
addq.b #2,(v_dle_routine).w
locret_702C:
@@ -313,14 +313,14 @@ locret_702C:
loc_702E:
cmpi.w #$370,(v_screenposy).w
- bcc.s loc_703C
+ bhs.s loc_703C
subq.b #2,(v_dle_routine).w
rts
; ===========================================================================
loc_703C:
cmpi.w #$500,(v_screenposy).w
- bcs.s locret_704E
+ blo.s locret_704E
if Revision<>0
cmpi.w #$B80,(v_screenposx).w
bcs.s locret_704E
@@ -350,11 +350,11 @@ locj_76CE:
endif
cmpi.w #$E70,(v_screenposx).w
- bcs.s locret_7072
+ blo.s locret_7072
move.w #0,(v_limittop2).w
move.w #$500,(v_limitbtm1).w
cmpi.w #$1430,(v_screenposx).w
- bcs.s locret_7072
+ blo.s locret_7072
move.w #$210,(v_limitbtm1).w
locret_7072:
@@ -364,7 +364,7 @@ locret_7072:
DLE_MZ2:
move.w #$520,(v_limitbtm1).w
cmpi.w #$1700,(v_screenposx).w
- bcs.s locret_7088
+ blo.s locret_7088
move.w #$200,(v_limitbtm1).w
locret_7088:
@@ -384,10 +384,10 @@ off_7098: dc.w DLE_MZ3boss-off_7098
DLE_MZ3boss:
move.w #$720,(v_limitbtm1).w
cmpi.w #boss_mz_x-$2A0,(v_screenposx).w
- bcs.s locret_70E8
+ blo.s locret_70E8
move.w #boss_mz_y,(v_limitbtm1).w
cmpi.w #boss_mz_x-$10,(v_screenposx).w
- bcs.s locret_70E8
+ blo.s locret_70E8
bsr.w FindFreeObj
bne.s loc_70D0
_move.b #id_BossMarble,obID(a1) ; load MZ boss object
@@ -444,7 +444,7 @@ off_7118: dc.w DLE_SLZ3main-off_7118
DLE_SLZ3main:
cmpi.w #boss_slz_x-$190,(v_screenposx).w
- bcs.s locret_7130
+ blo.s locret_7130
move.w #boss_slz_y,(v_limitbtm1).w
addq.b #2,(v_dle_routine).w
@@ -454,7 +454,7 @@ locret_7130:
DLE_SLZ3boss:
cmpi.w #boss_slz_x,(v_screenposx).w
- bcs.s locret_715C
+ blo.s locret_715C
bsr.w FindFreeObj
bne.s loc_7144
move.b #id_BossStarLight,(a1) ; load SLZ boss object
@@ -500,10 +500,10 @@ DLE_SYZ1:
DLE_SYZ2:
move.w #$520,(v_limitbtm1).w
cmpi.w #$25A0,(v_screenposx).w
- bcs.s locret_71A2
+ blo.s locret_71A2
move.w #$420,(v_limitbtm1).w
cmpi.w #$4D0,(v_player+obY).w
- bcs.s locret_71A2
+ blo.s locret_71A2
move.w #$520,(v_limitbtm1).w
locret_71A2:
@@ -523,7 +523,7 @@ off_71B2: dc.w DLE_SYZ3main-off_71B2
DLE_SYZ3main:
cmpi.w #boss_syz_x-$140,(v_screenposx).w
- bcs.s locret_71CE
+ blo.s locret_71CE
bsr.w FindFreeObj
bne.s locret_71CE
move.b #id_BossBlock,(a1) ; load blocks that boss picks up
@@ -535,7 +535,7 @@ locret_71CE:
DLE_SYZ3boss:
cmpi.w #boss_syz_x,(v_screenposx).w
- bcs.s locret_7200
+ blo.s locret_7200
move.w #boss_syz_y,(v_limitbtm1).w
bsr.w FindFreeObj
bne.s loc_71EC
@@ -577,10 +577,10 @@ DLE_SBZx: dc.w DLE_SBZ1-DLE_SBZx
DLE_SBZ1:
move.w #$720,(v_limitbtm1).w
cmpi.w #$1880,(v_screenposx).w
- bcs.s locret_7242
+ blo.s locret_7242
move.w #$620,(v_limitbtm1).w
cmpi.w #$2000,(v_screenposx).w
- bcs.s locret_7242
+ blo.s locret_7242
move.w #$2A0,(v_limitbtm1).w
locret_7242:
@@ -602,10 +602,10 @@ off_7252: dc.w DLE_SBZ2main-off_7252
DLE_SBZ2main:
move.w #$800,(v_limitbtm1).w
cmpi.w #$1800,(v_screenposx).w
- bcs.s locret_727A
+ blo.s locret_727A
move.w #boss_sbz2_y,(v_limitbtm1).w
cmpi.w #$1E00,(v_screenposx).w
- bcs.s locret_727A
+ blo.s locret_727A
addq.b #2,(v_dle_routine).w
locret_727A:
@@ -614,7 +614,7 @@ locret_727A:
DLE_SBZ2boss:
cmpi.w #boss_sbz2_x-$1A0,(v_screenposx).w
- bcs.s locret_7298
+ blo.s locret_7298
bsr.w FindFreeObj
bne.s locret_7298
move.b #id_FalseFloor,(a1) ; load collapsing block object
@@ -629,7 +629,7 @@ locret_7298:
DLE_SBZ2boss2:
cmpi.w #boss_sbz2_x-$F0,(v_screenposx).w
- bcs.s loc_72B6
+ blo.s loc_72B6
bsr.w FindFreeObj
bne.s loc_72B0
move.b #id_ScrapEggman,(a1) ; load SBZ2 Eggman object
@@ -644,7 +644,7 @@ loc_72B6:
DLE_SBZ2end:
cmpi.w #boss_sbz2_x,(v_screenposx).w
- bcs.s loc_72C2
+ blo.s loc_72C2
rts
; ===========================================================================
@@ -666,7 +666,7 @@ off_72D8: dc.w DLE_FZmain-off_72D8, DLE_FZboss-off_72D8
DLE_FZmain:
cmpi.w #boss_fz_x-$308,(v_screenposx).w
- bcs.s loc_72F4
+ blo.s loc_72F4
addq.b #2,(v_dle_routine).w
moveq #plcid_FZBoss,d0
bsr.w AddPLC ; load FZ boss patterns
@@ -677,7 +677,7 @@ loc_72F4:
DLE_FZboss:
cmpi.w #boss_fz_x-$150,(v_screenposx).w
- bcs.s loc_7312
+ blo.s loc_7312
bsr.w FindFreeObj
bne.s loc_7312
move.b #id_BossFinal,(a1) ; load FZ boss object
@@ -690,7 +690,7 @@ loc_7312:
DLE_FZend:
cmpi.w #boss_fz_x,(v_screenposx).w
- bcs.s loc_7320
+ blo.s loc_7320
addq.b #2,(v_dle_routine).w
loc_7320:
diff --git a/_inc/HUD_Update.asm b/_inc/HUD_Update.asm
index 9f34532..2355dd3 100644
--- a/_inc/HUD_Update.asm
+++ b/_inc/HUD_Update.asm
@@ -39,15 +39,15 @@ HUD_Update:
addq.b #1,-(a1) ; increment 1/60s counter
cmpi.b #60,(a1) ; check if passed 60
- bcs.s .chklives
+ blo.s .chklives
move.b #0,(a1)
addq.b #1,-(a1) ; increment second counter
cmpi.b #60,(a1) ; check if passed 60
- bcs.s .updatetime
+ blo.s .updatetime
move.b #0,(a1)
addq.b #1,-(a1) ; increment minute counter
cmpi.b #9,(a1) ; check if passed 9
- bcs.s .updatetime
+ blo.s .updatetime
move.b #9,(a1) ; keep as 9
.updatetime:
@@ -221,7 +221,7 @@ HudDb_XYLoop:
move.w d1,d2
andi.w #$F,d2
cmpi.w #$A,d2
- bcs.s loc_1C8B2
+ blo.s loc_1C8B2
addq.w #7,d2
loc_1C8B2:
diff --git a/_inc/LZWaterFeatures.asm b/_inc/LZWaterFeatures.asm
index b33914d..e65f30d 100644
--- a/_inc/LZWaterFeatures.asm
+++ b/_inc/LZWaterFeatures.asm
@@ -10,7 +10,7 @@ LZWaterFeatures:
bne.s .setheight
endif
cmpi.b #6,(v_player+obRoutine).w ; has Sonic just died?
- bcc.s .setheight ; if yes, skip other effects
+ bhs.s .setheight ; if yes, skip other effects
bsr.w LZWindTunnels
bsr.w LZWaterSlides
@@ -34,7 +34,7 @@ LZWaterFeatures:
.isbelow:
cmpi.w #223,d0 ; is water within 223 pixels of top of screen?
- bcs.s .isvisible ; if yes, branch
+ blo.s .isvisible ; if yes, branch
move.w #223,d0
.isvisible:
@@ -89,19 +89,19 @@ DynWater_LZ1:
bne.s .routine2
move.w #$B8,d1 ; water height
cmpi.w #$600,d0 ; has screen reached next position?
- bcs.s .setwater ; if not, branch
+ blo.s .setwater ; if not, branch
move.w #$108,d1
cmpi.w #$200,(v_player+obY).w ; is Sonic above $200 y-axis?
- bcs.s .sonicishigh ; if yes, branch
+ blo.s .sonicishigh ; if yes, branch
cmpi.w #$C00,d0
- bcs.s .setwater
+ blo.s .setwater
move.w #$318,d1
cmpi.w #$1080,d0
- bcs.s .setwater
+ blo.s .setwater
move.b #$80,(f_switch+5).w
move.w #$5C8,d1
cmpi.w #$1380,d0
- bcs.s .setwater
+ blo.s .setwater
move.w #$3A8,d1
cmp.w (v_waterpos2).w,d1 ; has water reached last height?
bne.s .setwater ; if not, branch
@@ -114,10 +114,10 @@ DynWater_LZ1:
.sonicishigh:
cmpi.w #$C80,d0
- bcs.s .setwater
+ blo.s .setwater
move.w #$E8,d1
cmpi.w #$1500,d0
- bcs.s .setwater
+ blo.s .setwater
move.w #$108,d1
bra.s .setwater
; ===========================================================================
@@ -126,10 +126,10 @@ DynWater_LZ1:
subq.b #1,d2
bne.s .skip
cmpi.w #$2E0,(v_player+obY).w ; is Sonic above $2E0 y-axis?
- bcc.s .skip ; if not, branch
+ bhs.s .skip ; if not, branch
move.w #$3A8,d1
cmpi.w #$1300,d0
- bcs.s .setwater2
+ blo.s .setwater2
move.w #$108,d1
move.b #2,(v_wtr_routine).w
@@ -144,10 +144,10 @@ DynWater_LZ2:
move.w (v_screenposx).w,d0
move.w #$328,d1
cmpi.w #$500,d0
- bcs.s .setwater
+ blo.s .setwater
move.w #$3C8,d1
cmpi.w #$B00,d0
- bcs.s .setwater
+ blo.s .setwater
move.w #$428,d1
.setwater:
@@ -162,11 +162,11 @@ DynWater_LZ3:
move.w #$900,d1
cmpi.w #$600,d0 ; has screen reached position?
- bcs.s .setwaterlz3 ; if not, branch
+ blo.s .setwaterlz3 ; if not, branch
cmpi.w #$3C0,(v_player+obY).w
- bcs.s .setwaterlz3
+ blo.s .setwaterlz3
cmpi.w #$600,(v_player+obY).w ; is Sonic in a y-axis range?
- bcc.s .setwaterlz3 ; if not, branch
+ bhs.s .setwaterlz3 ; if not, branch
move.w #$4C8,d1 ; set new water height
move.b #$4B,(v_lvllayout+$106).w ; update level layout
@@ -185,22 +185,22 @@ DynWater_LZ3:
bne.s .routine3
move.w #$4C8,d1
cmpi.w #$770,d0
- bcs.s .setwater2
+ blo.s .setwater2
move.w #$308,d1
cmpi.w #$1400,d0
- bcs.s .setwater2
+ blo.s .setwater2
cmpi.w #$508,(v_waterpos3).w
beq.s .sonicislow
cmpi.w #$600,(v_player+obY).w ; is Sonic below $600 y-axis?
- bcc.s .sonicislow ; if yes, branch
+ bhs.s .sonicislow ; if yes, branch
cmpi.w #$280,(v_player+obY).w
- bcc.s .setwater2
+ bhs.s .setwater2
.sonicislow:
move.w #$508,d1
move.w d1,(v_waterpos2).w
cmpi.w #$1770,d0
- bcs.s .setwater2
+ blo.s .setwater2
move.b #2,(v_wtr_routine).w
.setwater2:
@@ -213,10 +213,10 @@ DynWater_LZ3:
bne.s .routine4
move.w #$508,d1
cmpi.w #$1860,d0
- bcs.s .setwater3
+ blo.s .setwater3
move.w #$188,d1
cmpi.w #$1AF0,d0
- bcc.s .loc_3DC6
+ bhs.s .loc_3DC6
cmp.w (v_waterpos2).w,d1
bne.s .setwater3
@@ -233,10 +233,10 @@ DynWater_LZ3:
bne.s .routine5
move.w #$188,d1
cmpi.w #$1AF0,d0
- bcs.s .setwater4
+ blo.s .setwater4
move.w #$900,d1
cmpi.w #$1BC0,d0
- bcs.s .setwater4
+ blo.s .setwater4
move.b #4,(v_wtr_routine).w
move.w #$608,(v_waterpos3).w
move.w #$7C0,(v_waterpos2).w
@@ -252,7 +252,7 @@ DynWater_LZ3:
.routine5:
cmpi.w #$1E00,d0 ; has screen passed final position?
- bcs.s .dontset ; if not, branch
+ blo.s .dontset ; if not, branch
move.w #$128,(v_waterpos3).w
.dontset:
@@ -262,7 +262,7 @@ DynWater_LZ3:
DynWater_SBZ3:
move.w #$228,d1
cmpi.w #$F00,(v_screenposx).w
- bcs.s .setwater
+ blo.s .setwater
move.w #$4C8,d1
.setwater:
@@ -296,14 +296,14 @@ LZWindTunnels:
.chksonic:
move.w obX(a1),d0
cmp.w (a2),d0
- bcs.w .chknext
+ blo.w .chknext
cmp.w 4(a2),d0
- bcc.w .chknext
+ bhs.w .chknext
move.w obY(a1),d2
cmp.w 2(a2),d2
- bcs.s .chknext
+ blo.s .chknext
cmp.w 6(a2),d2
- bcc.s .chknext ; branch if Sonic is outside a range
+ bhs.s .chknext ; branch if Sonic is outside a range
move.b (v_vbla_byte).w,d0
andi.b #$3F,d0 ; does VInt counter fall on 0, $40, $80 or $C0?
bne.s .skipsound ; if not, branch
@@ -314,11 +314,11 @@ LZWindTunnels:
tst.b (f_wtunnelallow).w ; are wind tunnels disabled?
bne.w .quit ; if yes, branch
cmpi.b #4,obRoutine(a1) ; is Sonic hurt/dying?
- bcc.s .clrquit ; if yes, branch
+ bhs.s .clrquit ; if yes, branch
move.b #1,(f_wtunnelmode).w
subi.w #$80,d0
cmp.w (a2),d0
- bcc.s .movesonic
+ bhs.s .movesonic
moveq #2,d0
cmpi.b #1,(v_act).w ; is act number 2?
bne.s .notact2 ; if not, branch
@@ -409,7 +409,7 @@ locret_3F7A:
LZSlide_Move:
cmpi.w #3,d1
- bcc.s loc_3F84
+ bhs.s loc_3F84
nop
loc_3F84:
diff --git a/_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm b/_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm
index 8fd91d5..1f08aeb 100644
--- a/_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm
+++ b/_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm
@@ -124,7 +124,7 @@ LevSz_SkipStartPos:
SetScr_WithinLeft:
move.w (v_limitright2).w,d2
cmp.w d2,d1 ; is Sonic inside the right edge?
- bcs.s SetScr_WithinRight ; if yes, branch
+ blo.s SetScr_WithinRight ; if yes, branch
move.w d2,d1
SetScr_WithinRight:
diff --git a/_inc/LevelSizeLoad & BgScrollSpeed.asm b/_inc/LevelSizeLoad & BgScrollSpeed.asm
index 1be7b5a..61e61c5 100644
--- a/_inc/LevelSizeLoad & BgScrollSpeed.asm
+++ b/_inc/LevelSizeLoad & BgScrollSpeed.asm
@@ -124,7 +124,7 @@ LevSz_SkipStartPos:
SetScr_WithinLeft:
move.w (v_limitright2).w,d2
cmp.w d2,d1 ; is Sonic inside the right edge?
- bcs.s SetScr_WithinRight ; if yes, branch
+ blo.s SetScr_WithinRight ; if yes, branch
move.w d2,d1
SetScr_WithinRight:
diff --git a/_inc/Nemesis Decompression.asm b/_inc/Nemesis Decompression.asm
index 2859f8b..1ee0487 100644
--- a/_inc/Nemesis Decompression.asm
+++ b/_inc/Nemesis Decompression.asm
@@ -61,14 +61,14 @@ NemDec_ProcessCompressedData:
move.w d5,d1
lsr.w d7,d1 ; shift so that high bit of the code is in bit position 7
cmpi.b #%11111100,d1 ; are the high 6 bits set?
- bcc.s NemPCD_InlineData ; if they are, it signifies inline data
+ bhs.s NemPCD_InlineData ; if they are, it signifies inline data
andi.w #$FF,d1
add.w d1,d1
move.b (a1,d1.w),d0 ; get the length of the code in bits
ext.w d0
sub.w d0,d6 ; subtract from shift value so that the next code is read next time around
cmpi.w #9,d6 ; does a new byte need to be read?
- bcc.s loc_14B2 ; if not, branch
+ bhs.s loc_14B2 ; if not, branch
addq.w #8,d6
asl.w #8,d5
move.b (a0)+,d5 ; read next byte
@@ -106,7 +106,7 @@ NemPCD_WritePixel_Loop:
NemPCD_InlineData:
subq.w #6,d6 ; 6 bits needed to signal inline data
cmpi.w #9,d6
- bcc.s loc_14E4
+ bhs.s loc_14E4
addq.w #8,d6
asl.w #8,d5
move.b (a0)+,d5
@@ -119,7 +119,7 @@ loc_14E4:
andi.w #$F,d1 ; get palette index for pixel
andi.w #$70,d0 ; high nybble is repeat count for pixel
cmpi.w #9,d6
- bcc.s NemPCD_ProcessCompressedData
+ bhs.s NemPCD_ProcessCompressedData
addq.w #8,d6
asl.w #8,d5
move.b (a0)+,d5
@@ -180,7 +180,7 @@ NemBCT_NewPALIndex:
NemBCT_Loop:
move.b (a0)+,d0 ; read next byte
cmpi.b #$80,d0 ; sign bit being set signifies a new palette index
- bcc.s NemBCT_ChkEnd ; a bmi could have been used instead of a compare and bcc
+ bhs.s NemBCT_ChkEnd ; a bmi could have been used instead of a compare and bcc
move.b d0,d1
andi.w #$F,d7 ; get palette index
diff --git a/_inc/Oscillatory Routines.asm b/_inc/Oscillatory Routines.asm
index 3f3eec2..2d8c571 100644
--- a/_inc/Oscillatory Routines.asm
+++ b/_inc/Oscillatory Routines.asm
@@ -43,7 +43,7 @@ OscillateNumInit:
OscillateNumDo:
cmpi.b #6,(v_player+obRoutine).w ; has Sonic just died?
- bcc.s .end ; if yes, branch
+ bhs.s .end ; if yes, branch
lea (v_oscillate).w,a1
lea (.settings).l,a2
move.w (a1)+,d3 ; get oscillation direction bitfield
diff --git a/_inc/PaletteCycle.asm b/_inc/PaletteCycle.asm
index 1d1b374..2985c5c 100644
--- a/_inc/PaletteCycle.asm
+++ b/_inc/PaletteCycle.asm
@@ -99,7 +99,7 @@ PCycLZ_NoRev:
andi.w #3,d0
add.w d1,d0
cmpi.w #3,d0
- bcs.s loc_1A0A
+ blo.s loc_1A0A
move.w d0,d1
moveq #0,d0
tst.w d1
@@ -142,7 +142,7 @@ PalCycle_SLZ:
move.w (v_pcyc_num).w,d0
addq.w #1,d0
cmpi.w #6,d0
- bcs.s loc_1A60
+ blo.s loc_1A60
moveq #0,d0
loc_1A60:
@@ -214,7 +214,7 @@ loc_1AEA:
move.b (a1),d0
addq.b #1,d0
cmp.b (a2)+,d0
- bcs.s loc_1AF6
+ blo.s loc_1AF6
moveq #0,d0
loc_1AF6:
@@ -247,7 +247,7 @@ loc_1B38:
andi.w #3,d0
add.w d1,d0
cmpi.w #3,d0
- bcs.s loc_1B52
+ blo.s loc_1B52
move.w d0,d1
moveq #0,d0
tst.w d1