Added code for modifying what items link starts with
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@@ -1,7 +1,5 @@
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;===========================================================
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; Intro
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;
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; asm for no Header ALTTP US Rom
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; game will Switch to part 1 after your uncle left the house
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;===========================================================
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@@ -25,4 +23,85 @@ namespace Intro
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JSL $00FC41 ; fix monsters
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RTL
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} ; label Main
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Items: {
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; SRM Start Modyfier
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; This ASM was written by Euclid, modified by Conn; thanks to MoN for his banks research
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; This is a ASM FrontEnd Code for Zelda ALTTP (US, no header) to modify the sram on startup
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; the values are included to better distinguish where is what. You need to set your own values. Description at the end.
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lorom
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org $0cdc5a ; jsr to main code
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jsr $ffb1
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org $0cffb1 ; main code
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LDA #$0201 ; 01=part of the game $3C5 - 02=Progress flags $3C6
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STA $7003C5,x
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LDA #$0201 ; 01=Map indicator $3c7 - 02=Starting entrance $3C8
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STA $7003C7,x
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;LDA #$0201 ; disabled:01=sword, 02=shield to start with
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;STA $700359,x ;save disabled: sword/shield save
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;LDA #$0707 ; disabled: the first 07 is the maximum carrying capacity of arrows (70) the second 07 of bombs (50) in case you renounce on the wishing pond
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;STA $700370,x ; save disabled: enable by deleting the";"
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LDY #$0000
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RTS
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;---------------------------------------------------------
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;$3C5: $00: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)
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; $01: Start in the castle on start up.
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; $02: Indicates you have completed the first Hyrule Castle dungeon.
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; $03: Indicates you have beaten Agahnim and are now searching for crystals.
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; $04 and above: meaningless. Though, you could write code using them to expand the event system perhaps.
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;$3C6: Progress Flags (bitwise)
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; 00 - Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.
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; 01 - Indicates that you've touched the dying priest in Sanctuary.
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; 02 - Set after you bring Zelda to sanctuary?
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; 03 - Unused? (98% certainty)
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; 04 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.
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; 05 - Set after you obtain the Book of Mudora (this is a guess)
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; 06 - Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your "reading".
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; In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.
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; 07 - Unused? (98% certainty)
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; 10 - Start value (in house, bed)
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;$3C7: Map Icons Indicator 2 (value, not bitwise)
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; 00 - start value (cross at Hyrule Castle)
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; 01 - cross at Sahasrala's house
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; 02 - cross at ruins
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; 03 - The Three Pendants
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; 04 - Master Sword in Lost Woods
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; 05 - Agahnim (skull icon at Hyrule Castle)
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; 06 - Just crystal 1 shown (Sahasrala's idea)
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; 07 - All crystals shown
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; 08 - Agahnim (skull icon at Ganon's Tower)
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; All values beyond 8 are invalid, it seems.
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;$3C8: Starting Entrance to use. Abbreviations: LH = Link's House - SA = Sanctuary - MC = Mountain Cave - PP = Pyramid of Power in DW
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; 00 - Start the game in Link's house always.
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; 01 - SA.
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; 03 - Secret passage under HC garden (near dying uncle).
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; 05 - LH or SA or MC.
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;$359: Sword you start with
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; 00 - No sword
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; 01 - Fighter Sword
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; 02 - Master Sword
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; 03 - Tempered Sword
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; 04 - Golden Sword
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;$35A: Shield you start with .
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; 00 - No shield
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; 01 - Blue Shield
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; 02 - Hero's Shield
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; 03 - Mirror Shield
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}
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} ; namespace Intro
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