Update SRAM item names
This commit is contained in:
@@ -100,33 +100,33 @@ Dreams = $7EF410
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; 0x03 - Silver bow
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; 0x04 - Silver bow and arrows
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; Picking the arrow and nonarrow versions is done by the HUD draw routines
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BOW = $7EF340
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Bow = $7EF340
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; 0x00 - Nothing
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; 0x01 - Blue boomerang
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; 0x02 - Red boomerang
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BOOMER = $7EF341
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Boomerang = $7EF341
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; 0x00 - Nothing
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; 0x01 - Hookshot
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; 0x02 - Goldstar (L/R)
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HOOKSHOT = $7EF342
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Hookshot = $7EF342
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; Number of bombs
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BOMBS = $7EF343
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Bombs = $7EF343
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; 0x00 - Nothing
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; 0x01 - Mushroom
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; 0x02 - Powder
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SHROOM = $7EF344
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MagicPowder = $7EF344
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; 0x00 - Nothing
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; 0x01 - Fire rod
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FIREROD = $7EF345
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FireRod = $7EF345
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; 0x00 - Nothing
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; 0x01 - Ice rod
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ICEROD = $7EF346
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IceRod = $7EF346
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; 0x00 - Nothing
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; 0x01 - Zora Mask
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@@ -142,17 +142,17 @@ DekuMask = $7EF349
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; 0x00 - Nothing
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; 0x01 - Lamp
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LAMP = $7EF34A
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Lamp = $7EF34A
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; 0x00 - Nothing
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; 0x01 - Magic hammer
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HAMMER = $7EF34B
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Hammer = $7EF34B
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; 0x00 - Nothing
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; 0x01 - Shovel
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; 0x02 - Inactive flute
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; 0x03 - Active flute
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FLUTE = $7EF34C
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Flute = $7EF34C
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; 0x00 - Nothing
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; 0x01 - Roc's Feather
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@@ -160,7 +160,7 @@ RocsFeather = $7EF34D
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; 0x00 - Nothing
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; 0x01 - Book of Mudora
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BOOK = $7EF34E
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Book = $7EF34E
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; 0x00 - Nothing
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; Other values indicate the index of the currently selected bottle
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@@ -168,39 +168,39 @@ BottleIndex = $7EF34F
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; 0x00 - Nothing
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; 0x01 - Cane of Somaria
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SOMARIA = $7EF350
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Somaria = $7EF350
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; 0x00 - Nothing
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; 0x01 - Cane of Byrna
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BYRNA = $7EF351
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Byrna = $7EF351
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; 0x00 - Nothing
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; 0x01 - Magic cape
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CAPE = $7EF352
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; 0x01 - Stone Mask
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StoneMask = $7EF352
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; 0x00 - Nothing
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; 0x01 - Letter (works like mirror)
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; 0x02 - Mirror
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; 0x03 - Deleted triforce item
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MIRROR = $7EF353
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Mirror = $7EF353
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; 0x00 - Lift 1 (nothing)
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; 0x01 - Lift 2 (power glove)
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; 0x02 - Lift 3 (titan's mitt)
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GLOVES = $7EF354
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Gloves = $7EF354
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; 0x00 - Nothing
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; 0x01 - Pegasus boots
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; bit 2 of $7E:F379 also needs to be set to actually dash
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BOOTS = $7EF355
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Boots = $7EF355
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; 0x00 - Nothing
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; 0x01 - Zora's flippers
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FLIPPERS = $7EF356
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Flippers = $7EF356
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; 0x00 - Nothing
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; 0x01 - Moon pearl
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PEARL = $7EF357
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Pearl = $7EF357
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; 0x00 - Nothing
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; 0x01 - Wolf Mask
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@@ -212,18 +212,18 @@ WolfMask = $7EF358
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; 0x03 - Tempered sword
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; 0x04 - Golden sword
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; 0xFF - Set when sword is handed in to smithy
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SWORD = $7EF359
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Sword = $7EF359
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; 0x00 - Nothing
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; 0x01 - Fighter shield
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; 0x02 - Fire shield
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; 0x03 - Mirror shield
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SHIELD = $7EF35A
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Shield = $7EF35A
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; 0x00 - Green mail
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; 0x01 - Blue mail
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; 0x02 - Red mail
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ARMOR = $7EF35B
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Armor = $7EF35B
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; 0x00 - Nothing
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; 0x01 - Mushroom (unused)
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@@ -243,7 +243,8 @@ Bottle4 = $7EF35F
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; Number of rupees you have
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; RUPEEDISP will be incremented or decremented until it reaches this value
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RUPEES = $7EF360
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Rupees = $7EF360
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RupeesGoal = $7EF361
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; Rupee count displayed on the HUD
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RUPEEDISP = $7EF362
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@@ -292,7 +293,7 @@ MAXHP = $7EF36C
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CURHP = $7EF36D
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; Magic power, capped at 128
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MAGPOW = $7EF36E
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MagicPower = $7EF36E
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; Current number of keys for whatever dungeon is loaded
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KEYS = $7EF36F
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@@ -303,7 +304,7 @@ ARROWCAP = $7EF371
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; Refills health
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; Expects multiples of 8
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HEALME = $7EF372
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HeartRefill = $7EF372
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; Refills magic
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ZAPME = $7EF373
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@@ -312,7 +313,7 @@ ZAPME = $7EF373
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; r - Wisdom (red)
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; b - Power (blue)
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; g - Courage (green)
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PENDANTS = $7EF374
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Pendants = $7EF374
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; Refills bombs
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BOMBME = $7EF375
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@@ -321,7 +322,7 @@ BOMBME = $7EF375
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SHOOTME = $7EF376
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; Arrow count
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ARROWS = $7EF377
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Arrows = $7EF377
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; Unused
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UNUSED_7EF378 = $7EF378
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@@ -338,7 +339,7 @@ UNUSED_7EF378 = $7EF378
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; l - Lift
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; This only controls the display of "LIFT.1"
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; If this bit is unset but LIFT is set then the proper lift text is displayed
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ABILITY = $7EF379
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Ability = $7EF379
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; Dungeon ID Legend
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; Mushroom Grotto ID 0x0C (Palace of Darkness)
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@@ -364,7 +365,7 @@ Crystals = $7EF37A
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; 0x02 - Quarter magic
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; Quarter magic has no special HUD graphic, unlike half magic
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; Also, not everything is necessarily quarter magic
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MAGCON = $7EF37B
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MagicUsage = $7EF37B
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; Keys earned per dungeon
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; Sewers and Castle are kept in sync
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@@ -422,7 +423,7 @@ MAPICON = $7EF3C7
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; 0x04 - Throne
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; 0x05 - Old man cave
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; 0x06 - Old man home
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SPAWNPT = $7EF3C8
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SpawnPoint = $7EF3C8
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; Another bitfield for progress
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; t.dp s.bh
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@@ -14,8 +14,8 @@ org $07A15B
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LinkItem_NewBottle:
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{
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; Check if we have a bottle or not
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LDA $7EF34F : DEC A : TAX
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LDA $7EF35C, X : BEQ .exit
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LDA.l BottleIndex : DEC A : TAX
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LDA.l Bottle1, X : BEQ .exit
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; Check if the bottle is empty
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CMP.b #$03 : BCC .empty_bottle
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@@ -103,7 +103,7 @@ LinkItem_Bottles:
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LDA.b $3A : AND.b #$BF : STA.b $3A
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; Check if we have a bottle or not
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LDA.l $7EF34F : DEC A : TAX
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LDA.l BottleIndex : DEC A : TAX
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LDA.l $7EF35C, X : BEQ NetExit ; (RTS)
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CMP.b #$03 : BCC .LinkItem_UselessBottle
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@@ -344,7 +344,7 @@ Menu_CheckBottle:
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LDA.w $0202 : CMP.b #$18 : BNE .not_any
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LDA.b #$0004
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.prepare_bottle
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STA.l $7EF34F
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STA.l BottleIndex
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.not_any
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RTS
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}
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@@ -35,6 +35,7 @@ incsrc "Core/ram.asm"
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namespace Oracle
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{
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incsrc "Core/sram.asm"
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incsrc "Core/symbols.asm"
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incsrc "Core/message.asm"
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@@ -49,7 +49,7 @@ Sprite_AntiKirby_Prep:
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STZ.w SprDefl, X
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STZ.w SprTileDie, X
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STZ.w SprMiscB, X
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LDA.l SWORD : DEC : TAY
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LDA.l Sword : DEC : TAY
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LDA .bump_damage, Y : STA.w SprBump, X
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LDA .health, Y : STA.w SprHealth, X
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LDA .prize_pack, Y : STA.w SprPrize, X
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@@ -47,7 +47,7 @@ Sprite_Booki_Long:
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Sprite_Booki_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.l Sword : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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STZ.w SprMiscB, X
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PLB
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@@ -51,7 +51,7 @@ Sprite_HelmetChuchu_Long:
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Sprite_HelmetChuchu_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.l Sword : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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JSL GetRandomInt : AND.b #$02 : STA.w SprAction, X
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STZ.w SprMiscB, X
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@@ -50,7 +50,7 @@ Sprite_ThunderGhost_Long:
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Sprite_ThunderGhost_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.l Sword : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.b #$08 : STA.w SprTimerB, X
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LDA.b #$08 : STA.w SprTimerA, X
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@@ -71,7 +71,7 @@ Sprite_EonOwl_Prep:
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.NotGaebora
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LDA.w AreaIndex : CMP.b #$50 : BNE .not_intro
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; If Map 0x50, don't spawn after getting sword
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LDA.l SWORD : CMP.b #$01 : BCC .continue
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LDA.l Sword : CMP.b #$01 : BCC .continue
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STZ.w SprState, X
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.continue
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.not_intro
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@@ -76,9 +76,9 @@ MapleHandler:
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Maple_CheckForPendant:
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{
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; Check for pendant
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LDA.l PENDANTS : AND.b #$04 : BNE .courage
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LDA.l PENDANTS : AND.b #$02 : BNE .power
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LDA.l PENDANTS : AND.b #$01 : BNE .wisdom
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LDA.l Pendants : AND.b #$04 : BNE .courage
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LDA.l Pendants : AND.b #$02 : BNE .power
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LDA.l Pendants : AND.b #$01 : BNE .wisdom
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JMP .none
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.courage
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LDA.l Dreams : AND.b #$04 : BNE .power
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@@ -8,55 +8,10 @@
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; -wiiqwertyuiop for his Zelda Disassembly
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;===========================================================
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lorom
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!Bow = $7EF340
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!Boomerang = $7EF341
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!Hookshot = $7EF342
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!Bombs = $7EF343
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!MagicPowder = $7EF344
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!FireRod = $7EF345
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!IceRod = $7EF346
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!BunnyMask = $7EF348
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!DekuMask = $7EF349
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!ZoraMask = $7EF347
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!Lamp = $7EF34A
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!MagicHammer = $7EF34B
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!Flute = $7EF34C
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!JumpFeather = $7EF34D
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!BookOfMudora = $7EF34E
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!Bottles = $7EF34F
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!CaneOfSomaria = $7EF350
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!CaneOfByrna = $7EF351
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!MagicCape = $7EF352
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!Mirror = $7EF353
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!TitansMitt = $7EF354
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!PegasusBoots = $7EF355
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!Flippers = $7EF356
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!MoonPearl = $7EF357
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!WolfMask = $7EF358
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!Sword = $7EF359
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!Shield = $7EF35A
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!Mail = $7EF35B
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!Bottle1 = $7EF35C
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!Bottle2 = $7EF35D
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!Bottle3 = $7EF35E
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!Bottle4 = $7EF35F
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!Rupees = $7EF360
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!RupeesGoal = $7EF361
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!HealthCapacity = $7EF36C
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!MagicPower = $7EF36E
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!Hearts = $7EF372
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!Pendants = $7EF374
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!Arrows = $7EF377
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!AbilityFlags = $7EF379
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!Crystals = $7EF37A
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!MagicUsage = $7EF37B
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!BetaRelease = $00
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org $068365
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JSL $3CA62A ; Overwrite JSL executed every frame
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; Overwrite JSL executed every frame
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org $068365 : JSL $3CA62A
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Follower_Main = $099F91
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@@ -70,107 +25,73 @@ org $3CA62A ; Expanded space for our routine
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if !BetaRelease == 0
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; How many bombs you have. Can exceed 0x50, up to 0xff.
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LDA #$50 : STA !Bombs
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LDA #$50 : STA Bombs
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; 0 - nothing. 1 - Mushroom. 2 - Magic Powder
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LDA #$02 : STA !MagicPowder
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STA !TitansMitt
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LDA #$02 : STA MagicPowder
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STA Gloves
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; 0 - nothing. 1 - Fire Rod
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LDA #$01 : STA !FireRod
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STA !IceRod
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LDA #$01 : STA FireRod
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STA IceRod
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LDA #$01 : STA !BunnyMask
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LDA #$01 : STA BunnyHood
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LDA #$01 : STA !DekuMask
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LDA #$01 : STA !ZoraMask
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LDA #$01 : STA !WolfMask
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LDA #$01 : STA !MagicCape
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LDA #$01 : STA DekuMask
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LDA #$01 : STA ZoraMask
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LDA #$01 : STA WolfMask
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LDA #$01 : STA StoneMask
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; 0 - nothing. 1 - shovel. 2 - flute, no bird. 3 - flue, bird activated
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LDA #$01 : STA !BookOfMudora
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LDA #$01 : STA !CaneOfSomaria
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LDA #$01 : STA !PegasusBoots
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STA !Flippers
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STA !WolfMask
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LDA #$01 : STA Book
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LDA #$01 : STA Somaria
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LDA #$01 : STA Boots
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STA Flippers
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STA WolfMask
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; 0 - nothing. 1 - Fighter Sword. 2 - Master Sword. 3 - Tempered Sword. 4 - Golden Sword
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LDA #$04 : STA !Sword
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LDA #$04 : STA Sword
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; 0 - nothing. 1 - Fighter Shield. 2 - Fire Shield. 3 - Mirror Shield
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LDA #$03 : STA !Shield
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LDA #$03 : STA Shield
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; 0 - nothing. 1 - Green Mail. 2 - Blue Mail. 3 - Red Mail
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LDA #$02 : STA !Mail
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LDA #$02 : STA Armor
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; 0-No bottle.
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; 1-Mushroom (no use). 2-Empty bottle.
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; 3-Red Potion. 4-Green Potion.
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; 5-Blue Potion. 6-Fairy.
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; 7-Bee. 8-Good Bee
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LDA #$01 : STA !Bottles ; has bottles
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LDA #$03 : STA !Bottle1
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LDA #$05 : STA !Bottle2
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LDA #$04 : STA !Bottle3
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LDA #$06 : STA !Bottle4
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LDA #$01 : STA BottleIndex ; has bottles
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LDA #$03 : STA Bottle1
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LDA #$05 : STA Bottle2
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LDA #$04 : STA Bottle3
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LDA #$06 : STA Bottle4
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; How many arrows you have. Can exceed 0x70.
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LDA #$32 : STA !Arrows
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LDA #$32 : STA Arrows
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; 2 bytes for rupees (goal, for counting up)
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LDA #$E7 : STA !Rupees
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LDA #$03 : STA !RupeesGoal
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LDA #$E7 : STA Rupees
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LDA #$03 : STA RupeesGoal
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LDA #$07 : STA Pendants
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LDA #$6E : STA Ability
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LDA #$00 : STA Crystals
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LDA #$01 : STA Hookshot
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LDA #$02 : STA MagicUsage
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; Pendants: Bit 0 = Courage, Bit 1 = Wisdom, Bit 2 = Power
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LDA #$07 : STA !Pendants
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; Ability Flags: Bit 0: ----.
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; Bit 1: Swim.
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; Bit 2: Run / Dash.
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; Bit 3: Pull. Bit 4: ----.
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; Bit 5: Talk.
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; Bit 6: Read. Bit 7: ----
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LDA #$6E : STA !AbilityFlags
|
||||
|
||||
; Crystals:
|
||||
; Bit 0 = Misery Mire
|
||||
; Bit 1 = Dark Palace
|
||||
; Bit 2 = Ice Palace
|
||||
; Bit 3 = Turtle Rock
|
||||
; Bit 4 = Swamp Palace
|
||||
; Bit 5 = Gargoyle's Domain
|
||||
; Bit 6 = Skull Woods
|
||||
LDA #$00 : STA !Crystals
|
||||
|
||||
; 0 - nothing. 1 - hookshot
|
||||
LDA #$01 : STA !Hookshot
|
||||
|
||||
; Magic usage: 0: normal consumption. 1: 1/2 consumption. 2: 1/4 consumption
|
||||
LDA #$02 : STA !MagicUsage
|
||||
|
||||
; health capacity (maximum number of hearts)
|
||||
LDA #$A0 : STA !HealthCapacity
|
||||
LDA #$A0 : STA MAXHP
|
||||
|
||||
endif
|
||||
LDA #$04 : STA !Flute
|
||||
LDA #$01 : STA !JumpFeather
|
||||
LDA #$04 : STA Flute
|
||||
LDA #$01 : STA RocsFeather
|
||||
; 0 - nothing. 1 - bow w/ no arrows. 2 - bow w/ arrows. 3 - silver arrows
|
||||
LDA #$03 : STA !Bow
|
||||
LDA #$03 : STA Bow
|
||||
|
||||
; 0 - nothing. 1 - blue boomerang. 2 - red boomerang
|
||||
LDA #$02 : STA !Boomerang
|
||||
STA !Mirror
|
||||
STA !CaneOfByrna
|
||||
LDA #$02 : STA Boomerang
|
||||
STA Mirror
|
||||
STA Byrna
|
||||
|
||||
; 0 - nothing. 1 - Lamp
|
||||
LDA #$01 : STA !Lamp
|
||||
; STA !MagicHammer
|
||||
STA !MoonPearl
|
||||
LDA #$01 : STA Lamp
|
||||
; STA MagicHammer
|
||||
STA Pearl
|
||||
|
||||
; fill all hearts
|
||||
LDA #$A0 : STA !Hearts
|
||||
LDA #$A0 : STA HeartRefill
|
||||
; magic power, maximum is 0x80
|
||||
LDA #$80 : STA !MagicPower
|
||||
LDA #$80 : STA MagicPower
|
||||
|
||||
; Skip story events, test goron mines
|
||||
LDX.b #$36
|
||||
|
||||
Reference in New Issue
Block a user