add docs for asm style guide and oracle system architecture
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Docs/Core/SystemArchitecture.md
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Docs/Core/SystemArchitecture.md
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# Oracle of Secrets: System Architecture
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**Purpose**: Document how major systems interact to help AI agents understand the codebase structure.
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---
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## 1. High-Level Architecture
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```
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┌─────────────────────────────────────────────────────────────────┐
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│ Oracle_main.asm │
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│ (Master include file - controls ROM layout and build order) │
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└─────────────────────────────────────────────────────────────────┘
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│
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┌─────────────────────────┼─────────────────────────┐
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▼ ▼ ▼
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┌───────────────┐ ┌───────────────┐ ┌───────────────┐
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│ Core/ │ │ Sprites/ │ │ Overworld/ │
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│ - link.asm │ │ - all_sprites│ │ - ZSCustomOW │
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│ - sram.asm │ │ - Bosses/ │ │ - time_system│
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│ - symbols.asm│ │ - NPCs/ │ │ - overlays │
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│ - patches.asm│ │ - Enemies/ │ │ - lost_woods │
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│ - message.asm│ │ - Objects/ │ └───────────────┘
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└───────────────┘ └───────────────┘
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│ │
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▼ ▼
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┌───────────────┐ ┌───────────────┐
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│ Items/ │ │ Menu/ │
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│ - all_items │ │ - menu.asm │
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│ - ocarina │ │ - menu_select│
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│ - magic_bag │ │ - menu_journal│
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└───────────────┘ └───────────────┘
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```
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---
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## 2. Namespace Organization
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### 2.1 Oracle Namespace
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All custom Oracle of Secrets code lives inside the `Oracle` namespace:
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```asm
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namespace Oracle
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{
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; Core systems
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incsrc "Core/link.asm"
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incsrc "Core/sram.asm"
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incsrc "Core/symbols.asm"
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; Content
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incsrc "Music/all_music.asm"
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incsrc "Sprites/all_sprites.asm"
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incsrc "Items/all_items.asm"
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; Patches go last
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incsrc "Core/patches.asm"
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}
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namespace off
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; ZScream code is OUTSIDE the namespace
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incsrc "Overworld/ZSCustomOverworld.asm"
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```
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### 2.2 Why This Matters
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- Labels inside `namespace Oracle` become `Oracle.LabelName`
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- ZScream uses its own conventions and must be outside
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- Patches at end to ensure all labels are defined
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---
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## 3. Memory Map Overview
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### 3.1 Bank Organization
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| Bank Range | Purpose | Notes |
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|------------|---------|-------|
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| $00-$1F | Vanilla ALTTP + small patches | Limited free space |
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| $20-$29 | ZScream Overworld Data | ~1.5MB reserved |
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| $30 | Sprite prep/initialization | Oracle sprites start here |
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| $31 | Main sprite logic | Enemy/NPC behavior |
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| $32 | Boss logic | Complex sprite code |
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| $33-$3F | Free space | Available for expansion |
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### 3.2 RAM Regions
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| Region | Purpose |
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|--------|---------|
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| $7E0000-$7E1FFF | Scratch RAM (volatile) |
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| $7E2000-$7EFFFF | Game state RAM |
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| $7EE000-$7EE0FF | TimeState struct |
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| $7EF000-$7EFFFF | SRAM (saved data) |
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| $7EF3C5-$7EF3D6 | Oracle progression flags |
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| $7EF410 | Dreams bitfield |
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### 3.3 Key SRAM Variables
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```asm
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; GameState ($7EF3C5) - Overall progression
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; 0x00 = Very start
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; 0x01 = Uncle reached
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; 0x02 = Zelda rescued / Farore intro
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; 0x03 = Agahnim defeated
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; OOSPROG ($7EF3D6) - Oracle progression bitfield
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; .fmp h.i.
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; i = Intro complete, Maku Tree met
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; h = Hall of Secrets visited
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; p = Pendant quest progress
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; m = Master Sword acquired
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; f = Fortress of Secrets
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; OOSPROG2 ($7EF3C6) - Secondary progression
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; .fbh .zsu
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; u = Uncle visited
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; s = Priest visited in sanctuary
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; z = Zelda brought to sanctuary
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; h = Uncle left house
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; b = Book of Mudora obtained
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; f = Fortune teller flag
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; Dreams ($7EF410) - Dream sequence tracking
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; .dts fwpb
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; (Individual dream completion flags)
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```
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---
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## 4. System Interactions
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### 4.1 ZScream Custom Overworld (ZSOW) Integration
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ZSOW manages:
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- Overworld map transitions
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- Palette events
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- Overlay data
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- Custom collision
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**Hook Points**:
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```
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OverworldHandleTransitions ($028000 area)
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└── Oracle_CheckIfNight (time-based sprite loading)
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└── LostWoods_PuzzleHandler (navigation puzzle)
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└── SongOfStorms overlay effects
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```
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**Known Conflicts**:
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- Lost Woods puzzle directly modifies transition logic
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- Day/Night sprites must check `Oracle_CheckIfNight`
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- Song of Storms overlays need coordination with ZSOW
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### 4.2 Time System
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**File**: `Overworld/time_system.asm`
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**Structure**:
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```asm
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struct TimeState $7EE000
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{
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.Hours, .Minutes, .Speed
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.BlueVal, .GreenVal, .RedVal
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.TempColor, .SubColor
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}
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```
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**Flow**:
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```
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RunClock (called each frame)
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├── TimeSystem_CheckCanRun
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│ └── Check game mode, indoors status
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├── TimeSystem_IncrementTime
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│ └── Update Hours/Minutes based on Speed
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└── TimeSystem_UpdatePalettes
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└── Apply color tinting based on time
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```
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**Integration Points**:
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- `Oracle_CheckIfNight` - Called by ZSOW for sprite loading
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- Palette system - Affects overworld colors
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- NPC behavior - Some NPCs react to time
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### 4.3 Sprite System
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**Entry Points** (standard pattern):
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```
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Sprite_*_Long (JSL entry from sprite table)
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├── PHB : PHK : PLB (set data bank)
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├── Sprite_*_Draw (JSR - render)
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├── Sprite_CheckActive (JSL - is active?)
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│ └── Sprite_*_Main (JSR - if active)
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├── PLB
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└── RTL
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```
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**State Machine**:
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```
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SprAction (per-sprite state variable)
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└── JumpTableLocal dispatches to state handlers
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├── State_Idle
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├── State_Chase
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├── State_Attack
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└── State_Retreat
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```
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**Key Variables** (indexed by X):
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| Address | Name | Purpose |
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|---------|------|---------|
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| $0D00 | SprY | Y position (low byte) |
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| $0D10 | SprX | X position (low byte) |
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| $0D80 | SprAction | Current state |
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| $0DA0 | SprHealth | Hit points remaining |
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| $0E40 | SprNbrOAM | OAM slot count |
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### 4.4 Menu System
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**File**: `Menu/menu.asm`
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**State Machine**:
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```
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MenuMode ($0200) - Current menu state
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├── $00 = Not in menu
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├── $01 = Opening animation
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├── $02 = Item select
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├── $0C = Magic Bag submenu
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├── $0D = Ring Box submenu
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└── $0E = Song select submenu
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```
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**Flow**:
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```
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Menu_Entry (from pause input)
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├── Menu_InitGraphics
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├── Menu_Upload* (VRAM transfers)
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└── Menu_MainLoop
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├── Handle input
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├── Update selection
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└── Menu_Draw*
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```
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### 4.5 Dialogue System
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**Files**: `Core/message.asm`, `Core/messages.org`
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**Message Format** (in messages.org):
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```
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** 20 - Maku Tree Part1
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[W:02][S:03]Ah, [L]!
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[2]Thank the Goddesses you are
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[3]alright. I feared the worst.
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[V]A dark shadow has befallen us.[K]
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```
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**Control Codes**:
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| Code | Meaning |
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|------|---------|
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| `[2]`, `[3]` | Line 2, Line 3 |
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| `[K]` | Wait for button press |
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| `[V]` | Continue on same line |
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| `[W:XX]` | Wait time |
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| `[S:XX]` | Text speed |
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| `[SFX:XX]` | Play sound effect |
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| `[CH2I]` | 2-choice prompt |
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| `[CH3]` | 3-choice prompt |
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| `[L]` | Player name |
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**Display Macros**:
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```asm
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%ShowUnconditionalMessage($20) ; Force display
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%ShowSolicitedMessage($20) ; On interaction only
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```
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---
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## 5. Hook Architecture
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### 5.1 Hook Types
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**Type 1: Inline Patch** (replace vanilla code)
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```asm
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pushpc
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org $02XXXX ; Vanilla address
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JSL MyHook ; Replace original instruction
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NOP : NOP ; Pad to match original size
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pullpc
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```
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**Type 2: Table Override** (jump table entry)
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```asm
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pushpc
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org $07F000+($ID*2) ; Jump table for sprite $ID
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dw Sprite_Custom_Prep
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pullpc
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```
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**Type 3: Extended Logic** (call original + extend)
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```asm
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MyHook:
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{
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JSL OriginalRoutine ; Preserve original behavior
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; Add custom logic
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LDA.w CustomFlag
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BEQ .skip
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JSL CustomHandler
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.skip
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RTL
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}
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```
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### 5.2 Hook Documentation Pattern
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Every hook should document:
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```asm
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; =========================================================
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; Hook: $XXBANK:ADDR
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; Purpose: [What this hook adds/changes]
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; Vanilla Code: [What original code did]
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; Clobbered: [Registers modified]
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; Dependencies: [Other systems affected]
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; =========================================================
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```
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---
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## 6. Build System
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### 6.1 Build Order (Critical)
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```
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1. Core/symbols.asm - Memory declarations
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2. Core/sram.asm - SRAM layout
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3. Core/link.asm - Player modifications
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4. Music/all_music.asm - SPC700 data
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5. Sprites/all_sprites.asm - All sprite code
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6. Items/all_items.asm - Item handlers
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7. Menu/menu.asm - Menu system
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8. Dungeons/ - Dungeon-specific code
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9. Core/patches.asm - Vanilla patches (LAST)
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10. Overworld/ZSCustomOverworld.asm - ZSOW (OUTSIDE namespace)
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```
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### 6.2 Build Commands
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```bash
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# Fast build
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./run.sh
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# MCP tools
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mcp__book-of-mudora__run_build() # Build ROM
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mcp__book-of-mudora__lint_asm() # Check style
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mcp__book-of-mudora__analyze_patches() # Review patches
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```
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---
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## 7. Debugging Workflow
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### 7.1 Common Debug Points
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| Symptom | Check First |
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|---------|-------------|
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| Crash on room enter | Sprite prep routine, invalid JSL target |
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| Wrong graphics | SprGfx assignment, DMA timing |
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| Frozen game | Infinite loop in Main, missing RTS/RTL |
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| Black screen | Palette loading, HDMA setup |
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| Corrupt saves | SRAM address conflict, missing bank setup |
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### 7.2 Debug Tools
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**Yaze MCP** (in-development):
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```python
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mcp__yaze_mcp__read_memory("7E0010", 2) # Read RAM
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mcp__yaze_mcp__add_breakpoint("02XXXX") # Set breakpoint
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mcp__yaze_mcp__get_game_state() # Dump current state
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```
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**Hyrule Historian**:
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```python
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mcp__hyrule-historian__lookup_address("02XXXX")
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mcp__hyrule-historian__search_oracle_code("Sprite_Booki")
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mcp__hyrule-historian__get_ram_info("SprAction")
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```
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### 7.3 Logging
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```asm
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; Build-time logging
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%log_section("Sprites", !LOG_SPRITES)
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; Enable in build:
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!LOG_SPRITES = 1 ; Set in config
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; Output appears in build log
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```
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---
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## 8. Common Integration Patterns
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### 8.1 Adding a New Sprite
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1. Create file: `Sprites/Enemies/my_sprite.asm`
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2. Define properties using standard order
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3. Implement `_Long`, `_Prep`, `_Main`, `_Draw`
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4. Add include to `Sprites/all_sprites.asm`
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5. Add to sprite table with `org` directive
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6. Build and test
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### 8.2 Adding a Quest Flag
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1. Find free bit in OOSPROG/OOSPROG2
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2. Document in `Core/sram.asm`
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3. Update this file's SRAM section
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4. Use in code:
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```asm
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LDA.l OOSPROG : ORA.b #$XX : STA.l OOSPROG
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```
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### 8.3 Adding a New Hook
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1. Find vanilla address with Hyrule Historian
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2. Document what original code does
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3. Create hook with `pushpc`/`pullpc`
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4. Add `assert` to verify space
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5. Test vanilla behavior still works
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---
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## 9. System Dependency Graph
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```
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┌─────────────┐
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│ TimeSystem │
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└──────┬──────┘
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│ Oracle_CheckIfNight
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▼
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┌─────────────┐ ┌─────────────┐ ┌─────────────┐
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│ Lost Woods │────▶│ ZSOW │◀────│ Overlays │
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│ Puzzle │ │ Transitions │ │ System │
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└─────────────┘ └──────┬──────┘ └─────────────┘
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│
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┌────────────┴────────────┐
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▼ ▼
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┌─────────────┐ ┌─────────────┐
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│ Sprites │ │ Events │
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│ (Loading) │ │ (Triggers) │
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└──────┬──────┘ └──────┬──────┘
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│ │
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└───────────┬─────────────┘
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▼
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┌─────────────┐
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│ Player │
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│ (Link) │
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└─────────────┘
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```
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---
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## 10. AI Agent Checklist
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When working on Oracle of Secrets:
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1. [ ] Check `oracle.org` for related tasks
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2. [ ] Read existing code in affected files
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3. [ ] Verify memory map for conflicts
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4. [ ] Use Hyrule Historian for vanilla lookups
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5. [ ] Follow StyleGuide.md conventions
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6. [ ] Run build after changes
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7. [ ] Document any new hooks
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8. [ ] Update this file if adding new systems
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