I'm glad you took an interest cause I woulda never figured that out, thank you Quick Curly! I really appreciate you taking the time to explain what's happening with the code.
In addition, it appears that there's additional code to load additional data for other parts of the scene - maybe? So, there might possibly be additional code that you'll also need to manipulate. However, again, there seems to be free space for you to work with, so hopefully, you'll be able to work it out.
hhmmm... I wonder if this is the code that makes his arm move up and down? I'll see if I can figure out what you did and try to bypass this then report back with results.
As for the additional time for the code to perform the jump and the return back, not only once but multiple times for all of RoboCop's sprites in that part of the scene, efficiency could be improved if you were able to shift everything forward at that point by one byte so that you could just fit in the "LDA $BC56,X" line where the original code already is; however, unless you have a disassembly to work with to make this a much easier and quicker process, it might not be worth your time and effort to manually shift everything through the hex editor, and have to account for manually adjusting branch lengths like the one at $B66C, as well as any JSR and JMP jump sources and destinations. Unless inefficient code causes you a headache, I would avoid the headache caused by all of the extra work for what really amounts to little reward or appreciation.
Nope! The programming is so far beyond me that if it works I'm happy.
Sorry again if this post is inaccurate or incomplete (and as a result, unhelpful), and/or difficult to read through because it was verbose, like my code: "consuming much time".
Perhaps it can still be some sort of starting point towards a solution. We can only hope so, anyway.
In any case, I believe that, ultimately, you can do it in the end! Do it for RoboCop!
Best of luck with your project!
Dude! Are you kidding! This post was extremely helpful. Again, thank you.
In game with Quick Curly code: