LoROM

org $B88000		;This can go anywhere in the ROM, pointed to by bytes 2-4 at the very beginning of the ROM, first byte is 01
CRESetPointers:	DW CR00,CR01,CR02	;To add more CREs, just add more entries here.
CR00: DL $B9A09D,$B98000
CR01: DL $B9A09D,$B98000
CR02: DL $B9A09D,$B98000

org $82FFD8		;This can go anywhere in $82. Don't change the code.
GetCRESet: 
	LDX $07BB : STA $00 
		LDA $8F0010,X : AND #$000F : ASL A : TAX
		LDA CRESetPointers,X : CLC : ADC $00 : TAX
		LDA CR00+1,X : STA $48
		LDA CR00+0,X : STA $47
	RTL
	
org $82E413 : LDA #$0003 : JSL GetCRESet : BRA $01	;Don't change this stuff.
org $82E795 : LDA #$0003 : JSL GetCRESet : BRA $01
org $82E83B : LDA #$0000 : JSL GetCRESet : BRA $01
org $82EAEB : LDA #$0000 : JSL GetCRESet : BRA $01


;<Hackzer> simple asm is simple. it's the multicre code I used in seraphim
;<Hackzer> the CRE is determined by the low nybble of the unused pointer
;<Hackzer> for CRE 0, use XXX0 as the pointer. for CRE 2, use XXX2, etc
;<Hackzer> you can add as many CREs as you like (but if you add more than $F, you'll need to change the AND #$000F in the GetCRESet: section)
;<begrimed> Very very cool. <3 Such a simple looking code, man
;<begrimed> Wizardry
;<Hackzer> with this, you'd set the first byte to 01, then the next 3 bytes as 00 80 B8 unless you put the table somewhere else
;<Hackzer> also remember that those 4 bytes have no effect on the rom and aren't referenced during gameplay. It's only for RF's stuff. You can set them back to 00 when your hack is done, which would basically make all the tilesets look like garbled shit unless they knew where the table wa