LDA $E4,x ; Get X low position of sprite STA $02 ; store into $02 LDA $14E0,X ; STA $03 LDA $D8,x ; Get y low position of sprite STA $00 ; Store into $00 LDA $14D4,x ; Get y hi STA $01 ; Store into $01 LDA $00 AND #$F0 STA $06 LDA $02 LSR LSR LSR LSR ORA $06 PHA LDA $5B AND #$01 BEQ CODE_01D977 PLA LDX $01 CLC ADC $00BA80,X STA $05 LDA $00BABC,X ADC $03 STA $06 BRA CODE_01D989 CODE_01D977 PLA LDX $03 CLC ADC.l $00BA60,X STA $05 LDA.l $00BA9C,x ADC $01 STA $06 CODE_01D989 LDA.b #$7E STA $07 LDX $15E9 ; [$05] now contains the Map16 tile number. To access it, do LDA [$05]. This will load the low byte. ; To check a 16-bit Map16 value, do: ; LDA [$05] ; XBA ; INC $07 ; LDA [$05] ; XBA ; REP #$20 ; A now contains the 16-bit Map16 tile number that the sprite is touching.