Thanks Hacc (and everyone else).
0E:C9C0 60 02 BRA #$02 [0E:C9C4]
Means Branch 2 bytes to ROM address 0EC9C4.
A quick note about Genesis/68000 branch instructions. This threw me off when I was first learning them. When you are counting how far a branch instruction is going to branch, remember that you don't start counting until the first byte AFTER the actual Branch instruction. In the example above, the starting ROM address is 0E:C9C0, and the ending ROM address is 0E:C9C4. There's a 4 byte difference between the two, but it only branched 2 bytes.
So just remember that the branch instruction itself is not included when counting how far it's going to branch.
One cool thing about 68000 branch instructions is that you can branch forwards OR backwards. I'll give an example of that shortly.
EDIT: Branch instructions are the most common replacement instruction when making Game Genie codes. You'll usually use either an NOP or Branch instruction to kill most unwanted processes (addition, subtraction, move, etc).
0E:C9C0 60 02 BRA #$02 [0E:C9C4]
Means Branch 2 bytes to ROM address 0EC9C4.
A quick note about Genesis/68000 branch instructions. This threw me off when I was first learning them. When you are counting how far a branch instruction is going to branch, remember that you don't start counting until the first byte AFTER the actual Branch instruction. In the example above, the starting ROM address is 0E:C9C0, and the ending ROM address is 0E:C9C4. There's a 4 byte difference between the two, but it only branched 2 bytes.
So just remember that the branch instruction itself is not included when counting how far it's going to branch.
One cool thing about 68000 branch instructions is that you can branch forwards OR backwards. I'll give an example of that shortly.
EDIT: Branch instructions are the most common replacement instruction when making Game Genie codes. You'll usually use either an NOP or Branch instruction to kill most unwanted processes (addition, subtraction, move, etc).

Comment