lorom                   ;always needed
 
org $90BECF		;projectile spawning routine
 
        JSR $F640       ;jump to free space
 
org $90F640
	LDA $09A4	;load equipped items
	BIT #$0010	;check for super missile plm
	BEQ MISSILE	;if not, shoot a normal missile
	LDA #$0002	;if so, load the super missile spawning routine
        RTS             ;exit this routine

MISSILE:
	LDA #$0001	;load the missile spawning routine
	RTS 		;exit

org $8489E6		;HUD icon drawing address for super missiles
	NOP		;takes away the JSL to drawing routine
	NOP		
	NOP		
	NOP		

org $8489D2
	JSR $F0B0	;JSR to free space
	NOP : NOP : NOP ;getting rid of all the stuff that's not useful anymore 
	NOP : NOP : NOP  
	NOP : NOP : NOP
	NOP : NOP : NOP  
	NOP : NOP : NOP 
	NOP : NOP 	

org $84F0B0
	LDA $09A4	;load the item array
	ORA #$0010	;turn on the first unused bit
	STA $09A4	;store it back to the item array
	RTS

org $809D72 : DB $1C : org $809A2A : DB $1C	;all the hex tweaks for
						;shifting the HUD icons over
org $809B26 : DB $9C : org $809C50 : DB $9C	;1st line - PB icon/highlight
						;2nd - PB counter
org $809D74 : DB $22 : org $809A3A : DB $22	;3rd - grapple icon/highlight 
						;4th - Xray icon/highlight
org $809A4A : DB $28 : org $809D76 : DB $28	;5th/6th same as first 2 but 
						;for SM icon and counter
org $809A1A : DB $2E : org $809D70 : DB $2E

org $809B15 : DB $A2 : org $809C27 : DB $A2
